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

Response:
Name: Denial
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You recount the tale of the goddess of tears fighting to delay the inevitable, while you try to hang onto your own life for a few more fleeting moments, expressed as a glowing orb of light within you that shields you from a deadly blow. The next time you would drop to 0 or fewer hit points due to taking damage, you drop to 1 hit point instead, then the spell ends.
Denial can only save you from so much, and offers no protection against effects that would kill you instantly


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

Response:
Name: Descent
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A creature you can see in range must make a Strength saving throw. On a failure, it is abruptly pulled down towards the ground, if the creature is subject to gravity. An airborne creature or a creature in a fluid immediately descends 20 feet, and if it hits ground takes 1d6 bludgeoning damage for every 10 feet fallen. A creature on the ground takes 1d6 bludgeoning damage.
The amount of distance fallen increases by 10 feet when you reach 5th level (30 feet), 11th level (40 feet), and 17th level (50 feet). The damage a creature on the ground takes increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Desecrate Strike
Level: 0
School: Necromancy
Classes: Cleric, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 1 necrotic damage. If the target was missing any of its hit points before the attack, it instead takes 1d4 necrotic damage.
This spell's damage increases by 1 (or 1d4) when you reach 5th level (2 / 2d4), 11th level (3 / 3d4), and 17th level (4 / 4d4)


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

Response:
Name: Desecrate Weapon
Level: 1
School: Transmutation
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: Holy Symbol, Grave or Bone Dust, Weapon with Metal Striking Surface
Description: The metal of a weapon you are holding is desecrated with unholy might, gleams with an onyx black finish from which wisps of black smoke sometimes fall and radiates a evil aura. For the duration, you can use your spellcasting ability instead of Strength for attack and damage rolls on melee attacks using this weapon, and your weapon attacks deal an extra 1d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon deals an additional 1d8 necrotic damage for every level above 3rd


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

Response:
Name: Desecration
Level: 1
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (5 Foot Square).
Duration: Instantaneous
Components: S, M
Material cost: An ounce of fungus spores
Description: When there is some form of dirt beneath your feet, you spread your necrotic touch into the ground to desecrate the area, creating a 5 foot square area of desecrated land as described in page 110 of the Dungeon Master's Guide


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

Response:
Name: Desolation Aura
Level: 3
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: Deteriorating energy radiates from you in an aura with a 30-foot radius, making armor brittle and wearing down living things. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to make a ranged spell attack against a creature within the aura. On a hit, the target takes 4d6 necrotic damage, and it suffers a -2 penalty to its AC until the end of your next turn


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

Response:
Name: Destroy Wall
Level: 0
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: Instantaneous Or 1 Hour (See Description Bellow)
Components: S, M
Material cost: A handful of sticky goo or slime, which the spell consumes
Description: You coat a surface with an acidic slime that can walls. If you spend 1 minute touching a surface of stone, wood, or any other organic material. You can dissolve an area of a 5-foot cube permanently.
Alternatively, if you have a vial or flask made out of glass, you can contain this substance for later use. Doing so creates acid. You can't have more than three flasks of acid created at the same time, and it lasts for 1 hour. Any creature that throws this flask of acid uses your spell attack bonus when making an attack with it. You can use this acid to corrode walls, in the same way touching the wall for the duration of the spell would.


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

Response:
Name: Destruction Bolt
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You fire a dark purple energy ball or beam of pure energy of destruction at a target you can see within range. On a hit, you deal 4d10 force damage. If this reduces a target to 0 hit points they instantly disintegrate.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.
This spell automatically disintegrates a medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 5-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you cause additional 1d10 force damage per level of the spell slot used above the 2nd.


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

Response:
Name: Destructive Slash
Level: 8
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Touch(Self)
Duration: Instantaneous
Components: V, S, M
Material cost: A steel rod about 5-6 inches long
Description: You evoke dark energy to infuse the steel rod in your hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the dark blade. On a hit, the target takes 5d10 force damage and 5d10 fire damage.
The shadowy blade seems to suck the light out of the air so that darkness seems to surround the wielder. If the wielder is in bright light, within a 10-foot radius it becomes dim light; in dim light it becomes darkness. This is a magical darkness that does not affect the caster.
At Higher Levels. When you cast this spell using a spell slot of 9th level the fire and force damage both increase by 1d10


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

Response:
Name: Destructive Teleport
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V
Description: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination within your line of sight. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. Each teleporting creature (or the target object) appears 1 mile in the air above the destination and starts falling to the ground at incredible speeds. 1 round after the spell is cast, each teleported creature (or the target object) lands with an earth-shattering, explosive impact. Creatures or objects teleported by the spell are protected from its effects and take no damage; however, each creature within 60 feet of the point you chose must make a Dexterity save or take 20d6 bludgeoning damage and be pushed 30 feet away from the creature or object and knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone. All ground within 60 feet of the point becomes difficult terrain until it is cleared of rubble.


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

Response:
Name: Detect Amount
Level: 2
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: an abacus
Description: Choose one area or container you can see that is less than or equal to 22,500 square feet (150 by 150 feet) or less. Name an item or creature. You immediately learn how many of that object lies within the area, unless it is hidden by magic of 3rd level or higher. The description of the subject may not be more than three words, and traps cannot be found with this method unless their construction can be described in three words. This spell cannot tell the caster where the subjects of their query lie in relation to them.
If you chose a creature type while a subject of that description is in a different form, such as being under the effects of a Polymorph spell, this spell does not account for the creature.
For example, if the caster were to state "Humanoid", and there were three known humanoids (including the caster) in the area and one other humanoid under the effects of Greater Invisibility, the number that this spell would provide would be three.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, add one to the level of spell it can divine. This spell cannot be used to divine magic stronger than 4th level. You cannot divine a creature under the effects of Polymorph with this spell even at higher levels


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

Response:
Name: Detect Arcane Residue
Level: 1
School: Divination (Ritual)
Classes: Artificer, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you can sense residual trails of magic left by magic items or spells that were within 30 feet of your current location in the last 24 hours. The older the trail, the fainter it is, spells of higher levels or rarer magical items leave a stronger residue, but multiple weaker residues may have a similar effect. You are able to roughly tell how old the trail is, if it was created by a spell or a magical item and in which direction it travels, if any.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can detect older residues and trails, one week at 4th Level, a month at 6th Level, six months at 8th Level, one year at 9th Level


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

Response:
Name: Detect Aura
Level: 0
School: Divination
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration, you can visibly see the strength of any creature you can see within 60 feet of you. A creature's aura gives you crude information about its challenge rating and hit dice.
The size of a creature's aura tells you its strength. A creature's aura can be Weak (CR 1/2 or lower), Average (CR 1-4), Medium (CR 5-10), Strong (CR 11-16), or Very Strong (CR 17 or higher). A creature's aura appears larger, brighter, and more vibrant the stronger its aura is.
The color of a creature's aura tells you its toughness. A creature's aura can be White (3 or fewer hit dice), Yellow (4-9 hit dice), Orange (10-19 hit dice), Red (20-29 hit dice), or Purple (30 or more hit dice).


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

Response:
Name: Detect Outsider
Level: 1
School: Divination
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you know if there is a creature which is not native to the plane you are in or an object that has been in a different plane in the last week within 30 feet of you. If you detect anything in this way, you can use your action to see a faint aura around any visible creature or object in the area that fulfills the conditions, and you learn the plane where it came from if you have visited it at least once before.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


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

Response:
Name: Detect Secrets
Level: 1
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V
Description: You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues


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

Response:
Name: Detect Weapons
Level: 1
School: Divination
Classes: Bard, Cleric, Paladin, Wizard, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you sense the presence of manufactured weapons within 30 feet of you. If you sense weapons in this way, you can use your action to determine their location and type (e.g. "shortsword"). This can detect an improvised weapon if it is wielded by a creature intending to use it as such.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


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

Response:
Name: Determine Lineage
Level: 2
School: Divination (Ritual)
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 45 Minutes (8 Hours As A Ritual)
Range: 120 Feet
Duration: Instantaneous
Components: V, M
Material cost: an item important to the target
Description: Choose a creature that you can see. You spend the duration of the casting time interacting with them. This can be in any way you like, but it must include at least one small conversation, about 5 minutes of talking, which serves as the Vocal component for this spell. If you ever are farther than the range of this spell, the spell fails. After the casting time, if the spell succeeds, you learn the creature's race, family line up to the target's grandparents, and the current age of all such creatures. If any of the creatures in the lineage are deceased, you learn that they are dead and their age at their death instead of their current age. This spell overrides the effects of a 1st or 2nd level spell that would otherwise hide these facts. If the target is under spell effects of 3rd level or higher, the information you gather is subject to the GM.
If the creature has an Intelligence of 4 or less, the spell fails. If you and the creature do not share a spoken or written language, the spell fails


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

Response:
Name: Detonate
Level: 2
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 80 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a golden chunk worth at least 5 gp for every explosive created
Description: You turn the two pieces of gold used in the casting into glowing explosives. As part of the action used to cast this spell, you can throw any amount of orbs at any space within the spell’s range. If the space you choose is occupied by a creature, make a ranged spell attack roll. On a hit, the orb sticks to the creature (see below). On a miss, the orb is in the creature’s space, but not on the creature. At any point during the duration of the spell, you can end your concentration, which detonates the orbs. Each creature within 5 feet of an orb when it detonates must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half damage.
If an orb is thrown at a creature and hits, it sticks itself to the creature. The creature can use its action to make a Strength (Athletics) check against your spell save DC to remove the orb. After it is removed, the orb disappears.
If you still have concentration on this spell after the turn you cast it, you can use your next action to throw any amount of orbs that you have left. If you still have concentration after 1 minute has passed, any orbs left immediately explode.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of chunks you can make increases by 1 for each slot above 2nd.


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

Response:
Name: Devilish Charm
Level: 0
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Minute
Range: Self
Duration: Instantaneous Or Up To 1 Minute (See Text)
Components: V
Description: If you spend the whole cast time of this spell talking to a humanoid creature of your same race who can understand what you say, you can force the creature to make a Wisdom saving throw. If you or your companions are fighting the creature, the save automatically succeeds. If the creature fail its save, it is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.


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

Response:
Name: Dhoulramses' Glutinous Flame
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Up To 1 Minute (Concentration)
Components: V, S, M
Material cost: A piece of burnt wood which the spell consumes
Description: You put the wood on the ground pointing the direction you wish the flames to go an a 5ft wide and 6ft long line of flames consumes the ground before you. Any creature standing in the spells range must make a dexterity saving throw or take 3d6 fire damage taking half damage on a successful saving throw. The flames do not dissipate and any creature which ends its turn in the flames or passes through them takes 1d6 fire damage with a dexterity saving throw for half damage. You can choose to immediately dispel this spell as an action instead of concentrating on it during your turn. If you do so the flames flash out to be 15ft wide instead of 5ft wide with any new creature it hits being treated as though they were struck with the original casting.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher its damage increases by 1d6 for each spell slot level. This includes the damage for passing through and ending your turn in the flame


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

Response:
Name: Dimension Slash
Level: 8
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: See Below
Duration: Instantaneous
Components: V, S, M
Material cost: A weapon that deals slashing damage, worth at least 1 sp
Description: You brandish the weapon used in the spell's casting, and reach through reality itself to unleash a surprise strike that can come from anywhere. Target a creature you can see or have seen within the past minute, or name a creature. You then tear open a brief hole in reality between you and the target and slash at them. Make a melee weapon attack against the target. On a hit, the target suffers the weapon attack's normal effects, and takes an additional 50 force damage that can't be reduced or negated by any means.
If the attack is a critical hit, this spell instead deals an additional 100 non-negatable force damage.
At Higher Levels. If you cast this spell using a spell slot of 9th level, the extra magical strength guides your hand, granting you advantage on the attack roll.


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

Response:
Name: Dimensional Anchor
Level: 4
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: A green ray springs from your outstretched hand at a creature or object you can see within range, causing it to become anchored to its current plane. An unwilling creature that succeeds on a Dexterity saving throw is unaffected.
For the duration, the target is unable to move or otherwise be affected by teleportation spells (such as dimension door and teleport), plane shifting, and astral or ethereal travel.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 10 minutes. When you use a 6th-level spell slot, the duration is 1 hour. When you use a 7th-level spell slot, the duration is 8 hours. When you use a spell slot of 8th level or higher, the duration is 24 hours.


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

Response:
Name: Dimensional Lock
Level: 7
School: Abjuration (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Ft.
Duration: 10 Min
Components: V, S, M
Material cost: a small emerald worth at least 100 gp
Description: You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include: astral projection, dimension door, etherealness, gate, maze, plane shift, teleport, and similar spells or spell-like abilities. Once dimensional lock is in place, extradimensional travel to or from the area is not possible.
This spell does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attacks. This spell also does not prevent summoned creatures from disappearing at the end of a summoning spell's duration.
At Higher Levels. When you cast this spell using a 8th level spell slot, change the duration to 1 hour. When you cast this spell using a 9th level spell slot, change the duration to 8 hours


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

Response:
Name: Dire Charm
Level: 3
School: Enchantment
Classes: Bard, Cleric, Druid, Warlock
Casting time: 1 Action
Range: 200 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You magically infect a living creature with murderous impulses, unless that creature makes a successful Wisdom saving throw. If the saving throw fails, that creature will instantly go berserk, similar to a barbarian’s rage, and will instantly seek to destroy everyone around, friend and foe alike. The creature will not attack you unless you attack it first. While raging, the creature has advantage on Strength checks and Strength saving throws, does bonus damage equal to your spell attack modifier when making an attack that uses Strength, and has resistance to bludgeoning, piercing, and slashing damage. The creature cannot cast spells or use missile attacks while raging. At the end of the rage, the creature will take a level of exhaustion


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

Response:
Name: Direct Lightning
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: two pieces of copper
Description: You stomp a foot and outstretch your arms, palms facing away from you, filling a 20-foot radius sphere around yourself with sparks and shots of lightning. Each creature of your choice within range must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Dirty Deeds Done Dirt Cheap
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self / 120-Feet Range
Duration: 1 Minute
Components: V, S
Description: You surround yourself with a dark energy that allows you to instantly move to different points in space. You gain the ability to teleport to any visible location within a 120-foot range, as long as there is some sort of cover or shadow in the area.
During the spell's duration, you can use your action to activate the teleport ability. When you do, you instantly disappear and reappear at your chosen location. You don't need to have a direct line of sight to the target, as long as you can see an area where you can take cover or benefit from some cover.
In addition, while concentrating on the spell, you gain advantage on dexterity check and sneak attack rolls. You can also use a bonus action to instantly hide, regardless of surrounding conditions.
At Higher Levels. When you cast this spell using a spell slot of 8th level the range increase by 30 feet, using a spell slot of 9th level the range increase by 90 feet.


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

Response:
Name: Disarm
Level: 2
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of foam or butter
Description: You disarm an enemy creature of a weapon or other object it's holding.
Choose a weapon or other object in range that weighs up to 15 pounds and is being held by a creature. The creature holding the object must make a Strength saving throw. On a failed save, the object flies out of its grasp towards you. If it is small enough for you to hold in one hand and you have at least one hand free, you can catch it; otherwise, it lands at your feet. The creature has advantage on this save if it is holding the object in both hands.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional object for each slot level above 2nd. The objects 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: Discern Lies
Level: 4
School: Divination
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a divine focus
Description: You hone your mind and sense when those around you lie. At the start of each of your turns, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. Creatures that are targeted make a Charisma saving throw. Creatures that succeed on this saving throw are aware that they were targeted by this spell. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different subject


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

Response:
Name: Discord Bolt
Level: 0
School: Evocation
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: From your hand leaps these two intertwined motes of energy, one white, one black. The black mote heads straight for an enemy, while the white goes to help an ally. Make a ranged spell attack. The target takes 1d8 necrotic damage. Choose one ally within range, they gain 1d4 temporary hit points. This only happens if the attack hits.
At Higher Levels. The spell's number of dice increase by one at levels 5, 11, and 17


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

Response:
Name: Disjunction
Level: 0
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You channel a sliver of magical energy into your target’s spell as it forms, attempting to destabilize the casting. If the creature is casting a cantrip, the cantrip fails and has no effect. If the creature's CR is higher than your level, make an ability check using your spellcasting ability. The DC equals the creature's spell save DC. On a success, the creature’s spell fails and has no effect.


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

Response:
Name: Dismiss Stranger
Level: 1
School: Abjuration (Ritual)
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an offering worth at least 100 gp per HD of creature to be dismissed
Description: You attempt to send one Stranger of CR 1 or less that you can see and is within range, back to The Dark.
The target must succeed on a Charisma saving throw, or return to The Dark, the nebulous plane from which all Strangers trace their origin.
If the creature was summoned through magic, it is permanently driven from this plane. Otherwise, this dismissal is only temporary; the Stranger will return to this plane one hour later at a random location 1d10 miles distant.
This spell severs the connection between this world and otherworldly Strangers. As such, it has no effect on creatures that did not originate in the Dark.
If the you are an ordained priest of one of the Dark Powers and in good standing with your deity, you can attempt to dismiss a stranger of any CR. Otherwise you must cast this spell as a higher level spell (see below).
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, your target may be of a CR one higher than 1 for each slot level above 1st.

Note: this spell was intended for the Sanctuary's Lot setting, though it could be adapted to narrowly focused creatures from a specific alternate plane in other settings


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

Response:
Name: Dispelling Smite
Level: 3
School: Abjuration
Classes: Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you would hit with a melee weapon attack against a creature during the spell's duration, a pulse of radiant energy attempts to cleanse the target of a magical effect. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Additionally the target takes 2d10 force damage if the spell is successfully dispelled. If no spell is successfully dispelled, the damage is reduced to 2d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. The damage also increase by 1d10/1d6 force damage per spell level.


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

Response:
Name: Disrupting Weapon
Level: 5
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: This spell makes a melee weapon deadly to undead. Any undead creature with hit points equal to or less than 200 must succeed a Wisdom saving throw or be destroyed utterly if struck in combat with this weapon. The Magic Resistance trait does not apply against this spell's destruction effect. Undead creatures with legendary actions are not destroyed by this spell, instead they take an additional 8d6 radiant damage or half as much on a successful save


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

Response:
Name: Dissonance Field
Level: 1
School: Transmutation
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S
Description: You twist time and space in a 10-foot radius sphere, causing the following effects for the duration:
All movement within the area is halved.
When you cast this spell, all creatures in the area currently concentrating on spells must make a saving throw to resist breaking concentration.
Each creature other than you within the area has disadvantage on saving throws against breaking concentration.
Whenever a creature within the area tries to cast a spell, it must make a Charisma saving throw. On a failed save, the spell fizzles and the slot is wasted.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's range increases by 10 feet for each slot level above 1st.
In addition, the spell's duration increases at higher levels. It increases to 1 minute using a spell slot of 3rd level or higher; to 1 hour using a spell slot of 5th level or higher; to 24 hours using a spell slot of 7th level or higher; or it lasts until dispelled when cast using a spell slot of 9th level.


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

Response:
Name: Divine Arcane Attraction
Level: 0
School: Evocation
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: Invisible arcane energies lash out to drag things closer to you. Choose a creature you can see within range. That creature must make a Strength saving throw or be pulled to a location within 5 feet of you. If the creature would run into an object because of this spell, it takes 1d4 bludgeoning damage and stops being pulled towards you.
Alternatively, you can target an object to pull towards you. Choose an object that can fit within a 5-foot cube. You pull it to a space within 5 feet of you. If it would run into creature, that creature must make a Dexterity saving throw or take 1d4 bludgeoning damage. If the object can fit within a 2-foot cube, you can have it fly into your arms instead of landing in a spot next to you.


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

Response:
Name: Divine Armor
Level: 1
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a piece of a broken shield
Description: When the divines themselves grant you their blessings, none shall ever harm those they protect. You touch a willing creature who isn't wearing armor, and a protective divine force surrounds it until the spell ends. The target's AC becomes 10 + its Dexterity modifier (minimum 0) + half your spellcasting ability modifier, rounded up. The spell ends if the target dons armor other than a shield or if you dismiss the spell as an action.


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

Response:
Name: Divine Empowerment
Level: 0
School: Divination
Classes: Cleric, Paladin, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Imbued by the power of your god. As a part of the spell, you make a melee attack, armed or unarmed, if you hit, the opponent take the weapon damage + 1d4 damage, you choose between Fire, Radiant, Cold, Force, Poison, Acid, Lightning or Thunder.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Divine Intervention
Level: 2
School: Enchantment
Classes: Cleric, Paladin
Casting time: Reaction
Range: 30Feet
Duration: 1 Round
Components: M
Material cost: Holy Symbol
Description: When a creature within range that you can see makes an attack roll against an ally, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed roll, the creature has disadvantage against any target other than you until the start of its next turn.


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

Response:
Name: Divine Power
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small silver sword
Description: Calling upon the divine power of your deity, you imbue yourself with strength and skill in combat. You gain proficiency in one armor, shields, and one weapon of your choice when you cast this spell and may don or doff armor as a bonus action. You may ignore this if you are already proficient in all weapons, armors, or shields and instead gain a +1 to both AC and your bonus to attack and damage rolls. If you are already wearing armor, you may use your bonus action to touch a set of armor that is not being worn or part of a creature and switch your current armor with that set.
While you are under the effects of this spell, when you take the Attack action, you may make one additional weapon attack. Also, in addition, you may choose to deal either necrotic or radiant damage with your weapon's damage dice until the spell ends. When do you do so, you may add an additional 1d6 damage of that type to the attack


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

Response:
Name: Divine Ruin
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You channel and focus your spells towards a creature you can see within range. The target must make a Dexterity saving throw. If the creature is able to have advantage on spell saving throws, its loses that benefit against this spell. On a failed save the creature takes 10d10 radiant damage or half as much on a successful save. When you cast this spell, you may sacrifice any number of spell slots up to 3rd level to deal bonus damage equal to double the total number of spell slots sacrificed.
(example: if you sacrifice one 1st level spell slot, three 2nd spell slots, and two 3rd level spell slots, that would be 26 bonus radiant damage.)
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Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Divine Spark
Level: 4
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A surge of electrified holy energy envelops two creatures of your choice within range. The targets must make a Constitution saving throw. A target takes 5d10 lightning damage and is blinded until the start of your next turn on a failed save, or it takes half as much and is not blinded on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


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

Response:
Name: Divine Strike
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Calling forth from your deity you strike with the glory of the gods.
As part of the action used to cast this spell, you must make a attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target takes additional radiant damage equal to your spellcasting modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)


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

Response:
Name: Dome of Light
Level: 3
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a dome of light that surrounds you in a protective radiant barrier.
You summon an orb of light that expands to a 10-foot radius around you and remains for the duration. You and each creature you choose gains a +2 bonus to AC against spell attacks and to saving throws against spells while inside the dome. Each creature you choose that enters or starts their turn in the dome must make a Constitution saving throw equal to the casters spell DC. The creatures take 4d8 radiant damage on a failed save and half that on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for every spell slot above 3rd


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

Response:
Name: Dongle's All-Purpose Mending
Level: 1
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: one lodestone
Description: The target you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier.
You also repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 6 inches in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st, and the maximum damage repaired increases by 1 inch.


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

Response:
Name: Dongle's Frozen Fire Bolt
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S
Description: By firing a finger gun, you hurl a mote of ice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.

At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Dongle's Frozen Fireball
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Ft (20 Ft Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: fur of bat and piece of ice
Description: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a loud crack into an explosion of ice. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. Each target takes 8d6 cold damage and is restrained until your next turn on a failed save, or half as much damage on a successful one and is not restrained.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Also available for Light Domain Cleric, Circle of Wildfire Druid, The Fiend Warlock and Artillerist Artificer


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

Response:
Name: Doomhound
Level: 3
School: Illusion
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: V, S
Description: A horrifying visage of a dark hound haunts the target relentlessly
You create a shadowy mastiff with glowing eyes, visible and audible only to you and the target of the spell. Upon first seeing the hound, the target must make a Wisdom saving throw. On a success, the hound disappears. On a failure, the creature is frightened for 1 minute. Thereafter, the target is relentless stalked by the hound. It never comes closer than 10 feet or farther than 300 feet from the target, but it fills the target with an unshakable premonition of death. While haunted by the hound, the target is at disadvantage on all saving throws to avoid being frightened. The hound, despite its fear-inspiring appearance, cannot attack and cannot be attacked. This curse can be broken by casting a remove curse or wish spell; if the target enters a holy area such as a church, sanctum, or shrine; or if you use your action to dismiss the spell


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

Response:
Name: Doozel's Dome of Kinectic Redirection
Level: 3
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self (8-Foot Dome)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A spiky seed pod
Description: You create a glowing wall of force in the shape of a dome that nothing can physically pass through. It surrounds you and anyone within 8 feet of you. If anyone inside the Dome is the target of an effect that would deal physical damage, the Dome becomes the target instead. The Dome has an AC of 13. The Dome can absorb 8d10 (40) points of damage. On your turn you can use the Dome to fire up to three Magic Missiles (1d4+1 force damage). The damage dealt by these missiles is subtracted from the stored damage in the Dome. The missiles cannot deal more damage then the Dome has stored and no missiles can be fired if the Dome has no damage stored. If the Dome absorbs more than it's max damage, it implodes dealing force damage equal to half of it's maximum storage to all inside the Dome on a failed Dex save or half damage if the save is successful.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d10 to the maximum amount that the Dome can store for each level above 3rd.


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

Response:
Name: Doppelganger
Level: 5
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Focusing your arcane powers on your own image, you create a spectral duplicate of yourself, known as a doppelganger, in an unoccupied space within range. This doppelganger looks exactly the same as you in every way, save for being semi-transparent. It possesses half of your hit point maximum and is unable to cast spells in any way, but otherwise uses all of your statistics. It is formed with copies of all your items and equipment; these copies behave as normal for the doppelganger, but are part of it and not separate entities; they only function for the doppelganger and disappear when the spell ends or after a matter of seconds if separated from it.
In combat, the doppelganger shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). The doppelganger takes the Dodge action on its turn, but is otherwise unable take actions or move independently of you (although it can still speak and do other activities if you order it to). On your turn, you can cause the doppelganger to move up to its speed (no action required). When you take an action, you can cause the doppelganger to use its reaction and take an action of the same type, if it is able (no action required by you); if the doppelganger takes the Attack action, it is limited to one attack. As a bonus action, you can magically switch places with the doppelganger.
The doppelganger lasts for the duration or until reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the doppelganger is able to make multiple attacks when taking the Attack action, and its duration increases to 1 hour. If you use a spell slot of 7th level, the duration is 8 hours. If you use a spell slot of 8th level or higher, the duration is 24 hours, and the doppelganger has your full hit point maximum.


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

Response:
Name: Dorsatum's Deterrent
Level: 2
School: Evocation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You release a swarm of sharp bolts upon casting. Make three ranged spell attacks, each dealing 3d4 magical piercing damage on a hit. For every 5 feet between you and the target, a hit deals 2 less damage.
If you are currently grappled or restrained by a creature, when you cast this spell, you automatically hit the creature holding you with every bolt.
At Higher Levels. When you cast this spell at 3rd level or higher, you create two additional bolts for every level above 2nd.


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

Response:
Name: Double-Edge Dance
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Material cost: A sword
Description: You make a melee spell attack against one target in range. Your target takes 1d12 fire damage if the attack hits. You may add your spellcasting modifier to the damage of your attacks and if you do you take half the damage you do rounded up as fire damage with every attack, regardless of whether it hits or not. You must declare that you are adding your modifier as damage before you make the roll, regardless if successful or not.
Note: This spell is meant to be a reference to Roy's Side-B from Super Smash Brothers with a little personal flair thrown in to reward risky play for extra damage.
At Higher Levels. When this spell is cast at higher levels you make an additional attack at 5th level (2d12), 2 extra attacks at 11th level (3d12), and 3 extra attacks at 17th level (4d12). You make seperate attack rolls for each slash


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

Response:
Name: Double-Edge Dance, Variant
Level: 0
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Material cost: A sword
Description: You make a melee spell attack against one target in range. Your target takes extra 1d12 + your spellcasting modifier fire damage. You after you roll to attack, you must roll 1d8 + your spell casting modifer, and take half that damage rounded up as fire damage, regardless of whether it hits or not.
At Higher Levels. When this spell is cast at higher levels you make an additional attack at 5th level, 2 extra attacks at 11th level, and 3 extra attacks at 17th level. You make seperate attack rolls for each slash


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

Response:
Name: Dovar's Brutal Beam
Level: 9
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 500 Ft
Duration: Instantaneous
Components: S
Description: The user conjures a vicious beam of blinding white light from above, which crashes into a single target violently. The targeted creature and all creatures in a 20-foot radius from that creature must make a Dexterity saving throw. On a failed save, a creature takes 13d12 radiant damage, is blinded for 1 round, pushed 30 feet away from the center of the blast (the creature directly targeted is pushed away from the caster), and knocked prone. On a successful save, a creature takes half as much damage, and is not blinded, pushed, or knocked prone


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

Response:
Name: Dovar's Disturbing Diversion
Level: 2
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 3 Minutes
Components: S
Description: The user concentrates to create a disturbing illusion of a monster of their choice. Each creature within line of sight of where the creature is placed by the user and within 60 feet of the user must make a wisdom saving throw or be convinced that the monster is a real appearance. Once an attack is made against this illusion, it instantly disappears.
At Higher Levels. When casting this spell at level 3 or higher, each level after 2 adds +1 to your normal spell save DC for this single spell


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

Response:
Name: Dowon's Energy Deflection
Level: 2
School: Abjuration
Classes: Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: Flowers of the Lotus or Scorpion Grass Plants
Description: Wrapping yourself in a mystical aura, you redirect hazardous energy away from yourself and allies and back towards your foes.
When you are hit by a spell attack or subjected to damage from an area of effect such as the Lightning Bolt Spell or a white dragon's cold breath, you can use your reaction to cast this spell. When you do so, the damage you take is reduced by 4d8 + your spellcasting modifier. If you reduced the damage to 0, make a ranged spell attack. If your attack hits, the damage equals the damage reduced in this way, and has the same damage type.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduced is increased by an additional 2d8 per level of spell slot used above 2nd.


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

Response:
Name: Dowse Location
Level: 4
School: Divination
Classes: Bard, Druid, Ranger, Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 Hours
Components: V, S, M
Material cost: an oblong piece of metal worth at least 1 gp
Description: When you cast this spell, the material component becomes drawn to location from which you cast this spell. For the duration, the material will be very gently drawn to this location regardless of the distance. The pulling force just enough that a creature who holds it can faintly feel the tug. If set on natural ground, the pull will not be enough for the material to roll through dirt, sand, or clumps of grass even if the material is perfectly round.
The location initially designated by this spell assumes a sphere of physical matter 5 feet across. Thus it can track mobile objects that are beyond this diameter, such as wagons, ships, or islands floating in the sky. It cannot however track open air or shifting water. If the location is irrevocably destroyed or pulled apart, this spell ends. Detect magic or similar effects can discern that the targeted location is affected by this spell. This spell can be dispelled either be targeting the target location or the material.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose for the duration to become "until dispelled." This effectively creates a dowsing stone for the location you designated


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

Response:
Name: Draconic Domain
Level: 4
School: Conjuration
Classes: Sorcerer
Casting time: A Round
Range: Self (120-Foot Cube)
Duration: 10 Minutes
Components: V, S
Description: You create a domain where draconic beings (dragonborn, dragons, drakes, wyverns, etc.) have each status improved by +2 and a barrier is created where enemies and allies cannot leave the spell's area unless they pass a wisdom test with DC 20+charisma modifier to exit the barrier or if they kill the caster (but they can enter if they want to), the draconic beings gain the following effects: all draconic beings in the area have advantage on attack and saving throw tests, they can choose 2 types of resistance between acid, cold, fire, lightning and poison (if they already have resistance to the element, they become immune), gain 20 temporary life points, and non-draconic beings will suffer damage according to the element of the draconic being that cast the spell, being 3d6 elemental damage per turn. The domain changes shape according to the user's element (if it is fire: the inside of a volcano, acid: an acid rain, lightning: the sky of a storm, poison: A cave with poison and poisonous animals all around it, ice: an endless blizzard. and can choose 2 of the following effects:
-You can gain +5 AC and resistance to magical piercing, bludgeoning and slashing damage
-choose 1 enemy, he will fail all saving throws he does against you on the domain, with him only being able to use legendary resistance to pass the saving throws
-your attacks don't miss and have advantage on the damage
-you will have an extra action(if you choose this option, you will get and additional of 1 level of exhaustion at the end of the spell

After using this spell the caster of the spell will not be able to use this spell again until a long rest and will get 2 level of exhaustion, in addition to being unable to use a spell of same and lower levels of the spell until a quick rest
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the caster can choose which draconic beings will have the effects of the spell, and for each spell slot used above 4th, the status are increased with +2, +10 of temporary life points and the damage of the domain gets an additional of 2d6


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

Response:
Name: Draconic Skeleton
Level: 9
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 24 Hours
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A small gemstone worth 15,000 gp and a large pool of acid
Description: If a willing dragon is within 120 feet, the dragon must jump into a large pool of acid and the spell begins casting. Over 24 hours, you bond the dragon's soul to the gemstone and the dragon's flesh is melted away, leaving only bones. The dragon dies and the gemstone becomes its phylactery and the dragon is transformed into a dracolich.


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

Response:
Name: Draconic Strike
Level: 5
School: Evocation
Classes: Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gem worth at least 500 gp
Description: You conjure a ghost-like draconic spirit that flies at a creature or object within range. Choose acid, cold, fire, lightning, or poison. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 + 8 damage of the chosen type and glows brightly for 1 minute, shedding dim light in a 10-foot radius. While the affected creature or object glows, it can't benefit from being invisible. On a successful save, the target takes half as much damage and doesn't glow.


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

Response:
Name: Drago Bolt
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You fire an elemental bolt of energy in the shape of a dragon that flies through the air. Choose a target within range and a damage type from acid, cold, fire, lightning or poison. The target must succeed on a Dexterity saving throw or take 1d8 damage of the chosen type.
This spell's damage increases when you reach higher levels. At 5th level, the spell deals 2d8 damage divided as you wish among up to two targets within range that are within 5 feet of each other. At 11th level, the spell deals 3d8 damage divided as you wish among up to three targets within range that are within 5 feet of at least one other target. At 17th level, the spell deals 4d8 damage divided as you wish among up to four targets within range that are within 5 feet of at least one other target. Each target makes a separate saving throw.


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

Response:
Name: Dragon Form
Level: 6
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: dragon scale
Description: This spell transforms you into a dragon. The transformation lasts for the duration, or until you drop to 0 hit points or die. The dragon form can be of any dragon whose challenge rating is equal to or less than your own level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen dragon. You retain your original alignment and personality.
You assume the hit points of the new form. When you revert to your normal form, you return to the number of hit points you had before transformation. 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 have advantage on constitution checks to maintain concentration.
You are limited in the actions you can perform by the nature of the new form, and cannot cast spells.
Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment
At Higher Levels. When this spell is cast using a spell slot of 7, the maximum duration is 1 hour instead of 1 minute. When cast at level 9 the maximum duration becomes 24 hours instead of 1, and your concentration cannot be broken


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

Response:
Name: Dragon Knight
Level: 9
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a few scales from a snake or lizard
Description: You summon an elemental spirit that takes the form of a dragon of challenge rating 10 or lower. It appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends.
The dragon is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you) which it was already inclined to do anyway, such as eating people or burning things with its breath weapon. Any other commands require you to make a Charisma (Deception, Intimidation, or Persuasion) check opposed by the dragon's Wisdom (Insight) check. On a failure, it ignores you and does what it pleases for that round instead (even summoned dragons are annoyingly strong-willed). If you don't issue any commands to the dragon, it acts according to its nature on each of its turns.
If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the dragon's statistics.


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

Response:
Name: Dragon Rage
Level: 5
School: Enchantment
Classes: Sorcerer
Casting time: Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: A dragon's scale
Description: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits:
You add twice your strength modifier to damage rolls of melee attacks
You may wield one two-handed and/or heavy weapon in one hand with no disadvantage to your attack rolls. You cannot dual wield two of these weapons, however.
You gain temporary hit points equal to your Strength modifier + your sorcerer level.
You gain resistance to nonmagical bludgeoning, piercing and slashing damage, as well as one damage type of your choice from acid, fire, cold or lightning. If you are already resistant to these damage types, you gain immunity, even if the damage is magical.
If you are counted as a dragon or have Draconic Bloodline as your sorcerous origin, your movement speed increases by 10 ft. and dragon's breath's breath attack can be a 30 ft. cone or a 30 ft. long, 5 ft. wide line.
However, this spell is very physically taxing.
You cannot concentrate on spells while this spell is active (with the exception of claws of the dragon and dragon's breath.)
If you end this spell early, you gain one level of exhaustion.
You have disadvantage on all Wisdom and Intelligence saving throws.
Choose from acid, cold, fire or lightning. You gain vulnerability to this damage type. This cannot be the same damage type as you chose for your resistance.
You must wait one round before casting this spell again


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

Response:
Name: Dragon Rage, Variant
Level: 5
School: Enchantment
Classes: Sorcerer
Casting time: Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: A dragon's scale
Description: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits:
You add twice your strength modifier to damage rolls of melee attacks
You may wield one two-handed and/or heavy weapon in one hand with no disadvantage to your attack rolls. You cannot dual-wield two of these weapons, however.
You gain temporary hit points equal to your Strength modifier + your character level.
You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as one damage type of your choice from acid, fire, cold, or lightning. If you are already resistant to these damage types, you gain immunity, even if the damage is magical.
However, this spell is very physically taxing.
You cannot concentrate on spells while this spell is active.
If you end this spell early, you gain one level of exhaustion.
You have disadvantage on all Wisdom and Intelligence saving throws.
Choose from acid, cold, fire or lightning. You gain vulnerability to this damage type. This cannot be the same damage type as you chose for your resistance.
You must wait one round before casting this spell again


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

Response:
Name: Dragon Rend
Level: 1
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes. A creature in range must succeed on a Dexterity saving throw, taking slashing damage equal to 2d6 + your Strength modifier on a failed save.
If you are concentrating on claws of the dragon when you cast this spell, the target will take half of the damage rolled instead of none on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st


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

Response:
Name: Dragon Rises from the Sea
Level: 3
School: Evocation
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a martial melee weapon worth at least 1 gp
Description: As you swing the weapon used in casting this spell, you conjure massive waves of energy. You create three 60 foot long, 5 foot wide lines. Any creature within a line must make a Dexterity saving throw, or take 3d6 magical slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals 1d6 more slashing damage for every level above 3rd.


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

Response:
Name: Drain
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Make a melee spell attack against one creature. The target takes 4d8 necrotic damage on a hit, and you gain hit points equal to the damage dealt. This spell has no effect on undead or constructs.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, it deals an additional 1d8 damage for each spell slot above 5th.


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

Response:
Name: Drain Smite
Level: 1
School: Necromancy
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target. The target must succeed on a Constitution saving throw or take an additional 1d12 necrotic damage, or half as much damage on a success, and you regain hit points equal to the necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.


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

Response:
Name: Drain Warmth
Level: 1
School: Necromancy
Classes: Druid, Shadowcaster, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: Your hands reach out and shiver with a dark and cold force, the target must make a constitution saving throw or take 4d4 cold damage on a failed save and lose resistance to cold damage if they have resistance, or half as much on a successful one.
This spell does not work on constructs, undead or targets who are currently under the effect of extreme heat.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the amount of damage is increased by 2d4 cold damage.
If you have mastery of the Coldness of Night path, and you regain hit points equal to half the amount of damage dealt. if the target fails the saving throw.


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

Response:
Name: Draining Fungus
Level: 1
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Minute
Components: S, M
Material cost: a fragment of rotten skin
Description: Implant spores into a creature within the range of this spell. The target must succeed a Constitution saving throw, or suffer an infection that gradually damages it and heals you. For the duration of this spell, the infected creature suffers 1 poison damage at the beginning of each of its turns.
At the end of this spell's duration, or when the infected creature is reduced to 0 hit points — whichever happens first — you regain a number of hit points equal to the damage inflicted by this spell. When this occurs, you can use your reaction to instead cause another creature that isn't undead or a construct within a range of 30 feet to regain an equal number of hit points instead of you. The target of this healing can choose to make a Wisdom saving throw, negating the effect of this healing if it succeeds.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its poison damage increases by 1 for every two slot levels above 1st


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

Response:
Name: Draw Blood
Level: 2
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You point at a wounded creature that you can see within range and command its blood to surge forth.
If the target's current hit points are equal to or less than half of its maximum hit points, it must make a Constitution saving throw. On a failed save, the target takes 3d10 necrotic damage as blood sprays from its wounds, or half as much damage on a success. The spell fails and is wasted if the target has more than half of its maximum hit points, or if the target does not have blood or an equivalent vital fluid.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


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

Response:
Name: Drawmij's Scent Mask
Level: 2
School: Illusion
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 30 Minutes
Components: V, S, M
Material cost: a scentless flower
Description: One creature you touch is rendered scentless and cannot be tracked by smell. This spell can be cast on a creature that attacks through scent, such as a skunk or troglodyte. That creature may make a Constitution saving throw. On a failure, it cannot use this attack


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

Response:
Name: Dreams, Nightmares, and Fantasies
Level: 0
School: Enchantment
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Reaction
Range: Self, Touch
Duration: Special
Components: V, S
Material cost: Night
Description: Harnessing the essence of enchantment, you put yourself or any other creature to sleep. The creature must make a constitution save with a DC equal to half your level(the creature may choose to fail). On a success, nothing happens. On a failure, the creature falls asleep. If it is already asleep, then it automatically fails the save.
When the creature falls asleep, it must make a wisdom save contested against your spell save DC. On success, it experiences sweet and wonderful dreams and wakes up feeling extremely refreshed and energized. On a failure, it rolls a d100. The number rolled decides which of the following effects takes effect:
1-30: The failure is instead treated as a success.
31-40: The creature experiences horrifying nightmares, suffering 3d10 non-lethal psychic damage every hour.
41-50: The creature experiences dreams of terrible hardships, sorrows and tragedy, receiving two levels of exhaustion on walking up.
51-60: The creature experiences dreams of happiness, wealth and good luck, receiving automatic success on the next three saving throws it makes upon waking up.
61-70: The creature is transported to a random plane of existence upon waking up.
71-80: The creature experiences prophetic dreams that allow it to know the future of the next three hours of events after waking up.
81-90: The creature experiences visions of aberrant world, resulting in an indefinite madness upon waking up.
91-95: The creature switches souls with a random creature, with the chance of shifting souls with someone the creature knows being high.
96-99: The creature experiences the life history of another random creature. The another creature in question may or may not already be dead.
100: The creature experiences phantasms that manifest in reality while the creature dreams of them. These phantasms continue to exist even after the creature wakes up.
The spell ends when the affected creature wakes up.


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

Response:
Name: Dreamworld
Level: 9
School: Illusion
Classes: Sorcerer, Warlock, Wizard, Bard
Casting time: 1 Round
Range: Self (15 Foot Cube)
Duration: Instantaneous
Components: V
Material cost: Must sacrifice 50,000 gold equivalent rare gem or metal; if the player does not have this, they sacrifice 5 points of Wisdom and Constitution.
Description: By reciting a passage from an old, forgotten text, every humanoid with a 15-foot cube centered on the caster is rendered Unconscious. They then must roll a Wisdom save the first round they are asleep and every other round after that; if the humanoid's Wisdom is less than 16, it automatically fails this save. If a creature succeeds this save, it wakes up. Affected creatures which fail their save take 2d4 psychic damage per hour while unconscious, in addition to 2d4 Psychic damage immediately when affected.


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

Response:
Name: Dredge
Level: 6
School: Transmutation (Ritual)
Classes: Sorcerer, Wizard
Casting time: 10 Minutes
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a golden skeleton key worth at least 500gp, which the spell consumes
Description: You resurrect buildings of the long-forgotten past. Choose a structure that you can see within range; it doesn't have to completely fit within the spell's range. You restore that structure to its original form. In order to complete this spell, the caster must have blueprints, a map, or several significant elements of the original structure in their possession. The furniture and contents of the structure will not be restored, but all constructions within the structure - including doors, stairways, and static battlements like walls - will be restored. If another structure exists in the place of the resurrected structure, the existing structure will be pushed physically out of the way by the materials of the resurrected structure as they are pulled from the ground or materialized (in the case that those materials are now absent).
What constitutes a "structure" is up to GM fiat; realistically, at least 50% of a foundation or at least 50% of walls should still exist for an existing construction to be called a "structure." This is to prevent the caster from recreating a building using a portable part of that building.


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

Response:
Name: Drill Beam
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of twisted metal
Description: A beam of pure energy forming a line that is 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd


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

Response:
Name: Drive the Battlefield Crazy
Level: 5
School: Divination
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet, Self (20-Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: Tarot card The Fool
Description: You can cast this spell by shouting the name of your deity while holding the tarot card.

By doing this an area around you (20 feet radius) becomes difficult terrain and the lands adjacent to the caster receive an acid wave causing 2d10 of damage.

As part of this action you can choose up to 9 targets, they must perform a DC wisdom resistance check (10 + Proficiency bonus + wisdom modifier) and be within 120 feet of you, if they fail the test they must attack the closest allies.

If one of the targets dies, you can spend 1 bonus action and a first level spell slot, to choose a new target, this can be done up to twice.


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

Response:
Name: Drizonym's Spectral Dagger
Level: 1
School: Conjuration
Classes: Artificer, Bard, Cleric, Sorcerer
Casting time: 1 Bonus Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A small chunk of raw iron
Description: You conjure a slim spectral dagger made of spectral energy and hurl it with deadly precision. Make a ranged spell attack against a target within range, dealing force damage equal to 1d10 + your Dexterity modifier (minimum 1) on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by an amount equal to 1d10 + your Dexterity modifier again for every slot level above 1st.


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

Response:
Name: Drop the Bass
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Ft
Duration: Up To 1 Hr.
Components: V, S, M
Material cost: Electric Guitar
Description: With the scream of a power chord, two fiery portals open within 60 feet of the caster, summoning two speakers the size of the caster. The speakers have a fly speed of 30 feet and can hover. The speakers give advantage on any Performance check (electric guitar) and allows the caster to add their proficiency bonus to any Persuasion or charmed attempt using the guitar as a medium. Alternatively, the speakers allow the caster to send out 15 feet cones of sound with their vicious licks to deal 1d8 thunder damage to an enemy.
The 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: Drop the Myc
Level: 1
School: Conjuration
Classes: Bard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Minute
Components: V, S
Description: A thick layer of mycelium forms on the ground in a 30-foot square starting from a point within range. A low, dissonant humming sound emanates from it. For the duration, this fungus turns the ground in the area into difficult terrain. You can magically detect and pinpoint the origin of any vibrations within the area, such as a creature walking or an eldritch blast hitting the ground.
Additionally, the mycelium speeds up the decomposition of any corpses within the area, disguising the corpse under more fungus. Anyone trying to uncover a decomposed body can attempt an Intelligence (Investigation) check made against your spell save DC to reveal the corpse. This decomposition has no effect on the time limits of any reanimation or resurrection spells.


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

Response:
Name: Drought
Level: 6
School: Transmutation
Classes: Cleric, Wizard
Casting time: 10 Minutes
Range: 1 Mile
Duration: 1 Month
Components: V, S, M
Material cost: a staff
Description: As part of casting this spell, you plant the staff in the ground for a moment, creating a repelling force that prevents any sort of weather from dropping a single drop of precipitation in the spell's radius for the duration. You may use your bonus action to end this spell at any time.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 1 mile for each slot level above 6th.


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

Response:
Name: Druidhome
Level: 8
School: Conjuration
Classes: Druid
Casting time: 1 Hour
Range: 60 Feet
Duration: Permanent
Components: V, S, M
Material cost: the heart wood of an oak tree at least 100 years old
Description: You create an area inaccessible to anyone but you and your compatriots at the heart of a wilderness.
A druidhome is equally a place and a representation of the druid’s spirit. Good-aligned druids’ groves are bright, with lush grass, immortal trees, and populated with good fey and creatures appropriate to the climate and terrain. Evil-aligned druids create groves thick with dangerous thorns, dying trees, and dangerous fey creatures.
Once cast, this spell creates a hidden grove with a radius of 60 feet. The entrance is usually a tight tangle of vines or thorns or a dense copse of trees. The druidhome is only accessible by the druid who created it or those the druid names or invites into the druidhome. Anyone attempting to enter a druidhome without permission becomes lost and eventually make their way back to where they started after 1d4 hours of wandering.
At the center of the grove is an enormous central tree that produces fruit year round. The fruit is edible, and is identical to a goodberry. This tree may always be the destination of a tree stride spell you cast regardless of the type of tree you enter or the distance involved. A spring bubbles and feeds a small pond of drinkable water.
The small grove attracts a number of like-minded fey and other creatures, such as nymphs, dryads, satyrs, and blink dogs. Evil druids may find that their druidhome attracts hags and other evil creatures. These creatures are not under the druid’s control, but they recognize the druid’s ownership of their abode and protects the druidhome from invaders. The druid may choose to expel any creature as an action, requiring the creature to make a Wisdom saving throw. On a failure, the creature is expelled from the druidhome and cannot reenter it for 1 month.
Each subsequent casting may enlarge the druidhome by an additional 20 feet. Although a druidhome may be any size, it functions as an extra-dimensional space and takes up no space on the Material Plane. Two or more druids may work together, casting the spell to create a larger and more substantial druidhome. For each druid involved in the creation of a druidhome another central tree grows, and each druid shares an equal claim to the druidhome as a whole. When the ownership of a druidhome comes into dispute, druids war against each other and the survivors gain control of the entire region


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

Response:
Name: Durnash's Flames
Level: 5
School: Evocation
Classes: Warlock
Casting time: 1 Reaction, Which You Take When A Creature Within 60 Feet Of You That You Can See Takes Damage
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: The creature that took damage is wracked with flames of intensity proportional to its pain. The target must make a Constitution saving throw. It takes fire damage equal to the triggering damage on a failed save, or half as much damage on a successful one


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

Response:
Name: Earth Barrier
Level: 1
School: Abjuration
Classes: Druid
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack
Range: 10 Feet
Duration: 1 Minute
Components: V, S
Description: You call forth a pillar of earth and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 10 and 27 hit points.
The barrier can act as total cover to creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead


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

Response:
Name: Earth Glide
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The affected creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. A creature you touch will be able to move through the ground at will as if moving in open space. The creature is unaffected with the lack of air and breathe normally while the spell is active. The target's burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

If the creature is still in the ground when the spell deactivates, the creature is expelled from the ground towards the nearest open space and must make a Constitution saving throw. On a failed saving throw, take 6d6 force damage and are stunned for 3d4 rounds. On a successful saving throw, take half damage and are not stunned.

A move earth spell cast on an area containing the affected creature flings the creature back 30 feet beyond the ground they were in. The creature must make a Constitution saving throw. On a failed saving throw, take 3d6 force damage and are stunned for 2d4 rounds. On a successful saving throw, take half damage and are not stunned.


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

Response:
Name: Earth Rune
Level: 3
School: Transmutation
Classes: Druid, Wizard, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel the primordial power of nature and a rune depicting a mountain appears on your body. You gain the following benefits for the duration:
You ignore difficult terrain caused by uneven ground.
You reduce any falling damage you take by 10.
You have advantage on ability checks and saving throws made against being knocked prone.
The first weapon attack you make each turn deals 2d6 additional bludgeoning damage


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

Response:
Name: Earth Shatter
Level: 6
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (50-Foot Cone).
Duration: Instantaneous
Components: V, S
Material cost: Must be in Stormy conditions to cast
Description: You summon a massive lightning bolt to empower your weapon before striking the ground at your feet. All creatures in a 60 cone from you must make a Strength saving throw or take 10d6 force and 5d6 thunder damage and be knocked prone. Objects and buildings take double damage from this spell


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

Response:
Name: Earth Spike
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You manifest a spike of earth to hurl at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


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

Response:
Name: Earth's Crush
Level: 1
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Material cost: both hands
Description: If you are on or under ground level, you can place both your hands on the ground and send a magic pulse to command it to mold itself as two walls and crush your objective. If your objective is a creature, it must make a dexterity saving throw or receive 3d6 bludgeoning damage and it gets caught up between the walls, losing all its speed until the end of it's next turn, when the spell ends. If the saving throw succeeds, it only receives half the damage and doesn't get caught up.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spells' damage increases by 1d6, for each slot level above 1st.
Inspired by "mold earth" while looking at "catapult".


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

Response:
Name: Earthen Bullet
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose a point you can see on a surface of loose earth within range. There, a small patch of earth swirls briefly before hurling a clod of hardened dirt and stone towards a creature or object within 30 feet. Make a ranged spell attack against the creature or object. On a hit, the target takes 1d6 + 2 points of bludgeoning damage.
At Higher Levels. The spell's damage increases by 1d6 + 2 when you reach 5th level (2d6 + 4), 11th level (3d6 + 6), and 17th level (4d6 + 8)


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

Response:
Name: Earthen Onslaught, Dagger
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: S, M
Material cost: Dagger
Description: Choose an unoccupied space within 5 feet of a target, you rush to that space (you do not provoke Attack of opportunity) then slam all your might into the target, the target makes a strength save against your spell DC or is smashed by you, taking 1d10 bludgeoning damage.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10)


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

Response:
Name: Earthen Onslaught, Handaxe
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: S, M
Material cost: a handaxe
Description: You spin around, attacking all creatures within 5 feet of you. Each target in this range must succeed on a Dexterity saving throw or take 1d6 slashing damage.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)


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

Response:
Name: Earthen Onslaught, Mace
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: S, M
Material cost: Mace
Description: You hurl all your might into a downward thrust against a target in range, they make a constitution save against your spell DC or take 1d8 bludgeoning damage, their speed is reduced by half until the start of their next turn, and they cannot make reactions until the start of their next turn.
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: Earthen Onslaught, Quarterstaff
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: Quarterstaff
Description: You slam your staff into the earth below you, raise up a chunk of earth, then hurl it at an opponent, make a ranged spell attack against a target in range, if you hit they take 1d6 earth damage and all targets within 5 feet must make a dexterity save against your spell DC or take the same damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)


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

Response:
Name: Earthen Prison
Level: 5
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a grasping vine from the earth that snatches your target and drags the creature beneath the earth.
This vine makes a single melee attack against a target within range using your spell attack modifier. If this attack hits, the target is restrained and dragged beneath the earth. A target restrained in this way cannot see above the earth, cannot speak, and cannot breathe.
A creature restrained by the vine can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself and pops out of the earth