{"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Adloquium\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You grant a willing creature you can see within range a boost of healing, and a temporary magical shield. The targeted creature regains hit points equal to 1d4 + your spellcasting ability modifier, and then gains temporary hit points equal to the amount of hit points healed.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell heals an additional 1d4 hit points for each slot level above 1st, and by extension, grants more temporary hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Anti-Static Shield\nLevel: 9\nSchool: Necromancy (Ritual)\nClasses: Ranger, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Diamond ball of at least 50,000 gold coins\nDescription: You shift time around a creature, making them harder to hit. The target's AC is increased by 3, and whenever a weapon is used to attack that creature it's controller must make a Charisma saving throw. If it fails, the weapon gets repelled at the wielder at the end of the attack."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Avernus\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A vial of blood\nDescription: You touch a willing creature, and a protective layer of force surrounds them. Their armor class increases by 2 for the duration, and any creature that hits them with a melee attack takes fire damage equal to 2d4 + your spellcasting ability modifier. You may dismiss this spell as an action.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. If you cast the spell using a spell slot of 5th level or higher, the armor class bonus increases to +3. If you cast the spell using a spell slot of 8th level or higher, the armor class bonus increases to +4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armour of Jenova\nLevel: 1\nSchool: Abjuration\nClasses: Bard, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a sphere of glass\nDescription: You summon a colourful aura of aberrant energy around you that harms creatures close to you. Whenever a creature or plant starts it's turn within 5 feet of you while this spell is active, they take 1d10 force, necrotic, or radiant damage (your choice).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 per spell slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bleeding Ricochet\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of blood\nDescription: You throw two needles of blood against one or two targets you can see within range. Make a ranged spell attack. On a hit, you cause 4d6 piercing damage against that target. Hit or miss, each needle split in two, and you can make two additional spell attacks against up to two different targets within 20 feet of the first one, causing 2d6 piercing damage on a hit.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level, you throw three needles, and four needles with a 8th level spell slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Exchange\nLevel: 5\nSchool: Necromancy\nClasses: Artificer\nCasting time: 1 Minute\nRange: Touch\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: The corpse of a creature killed with the object that will be affected by the spell, salt\nDescription: Blood Exchange need to target a weapon or improvised weapon. In order to cast the spell on it, the user need to kill a living creature with the weapon that will be affected. The user then needs to put a pinch of salt on the body head, and, if the weapons does slashing or piercing damage, plunge it into the corpse. If it does bludgeoning damage, the user needs to smash the corpse with the weapon and leave it without touching it. The person casting it can do it with somebody else weapon, providing the person is consenting and the body was killed with it. They can then use the weapons with the effect of the spell. Then, they need to cast the spell on it. Once done, the weapon will start glowing a deep red. When somebody inflict damage with it, they can either get a quarter of the damage done back as temporary Hit Points, add double the value to their next attack as necrotic damage or do nothing and keep it for later use. Here is an example\u00a0: you use this spell on a war axe, and do an 11 on your damage roll. One quarter of 11 rounded down is 2. You can either gain 2 temporary hit points, get 2 necrotic damage on your next attack or do nothing. If you did nothing, and on your next attack roll you get a 10, you get 2 other points. You can then either get 4 temporary hit points, get 4 necrotic damage on your next attack or cumulate it for later use. If you use it to get bonus damage and roll a 9, 9+4=13, so you gain 3 points that you can use for the same effects. .This effect stack between fight. All points and temporary hit points are lost when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you gain half of the damage done instead of a quarter back as points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bond with Reality\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Druid, Wizard\nCasting time: 8 Hours\nRange: Self\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: A small replica of the structure chosen, made wholly of aquamarine, worth 15,000 gp\nDescription: After casting this spell, choose one structure you have been to. While you remain inside of this structure, you do not age, and if you are to die, your body reforms in a random location inside within 1d10 days. You can only be bonded to one structure in this way, and casting it again ends this spell.\nAdditionally, if the structure is destroyed, you are instantly killed as your soul is ripped into the astral plane, your body left behind."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bound Item\nLevel: 2\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Hour (Or 1 Action)\nRange: See Text\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: The Item you are binding\nDescription: Over the course of the ritual, and while holding or wearing an item which you can carry that isn't attuned to anyone other than yourself, you attempt a binding on the item. Once complete, and if you don't already have the maximum number of items attuned, or you are already attuned to the item, you successfully bind the item to yourself and attune to it if necessary. This binding persists as long as you are attuned to the item.\nAs an action, you may call an item you have previously bound. When called, a bound item of your choice which is on the same plane as you immediately appears in your free hand or on your person. If you don't have a free hand, or are already wearing an item of the same type, or the item is not on the same plane as you are, your action is spent and the item does not appear. If you or the item travel into an antimagic field, the binding is suppressed, preventing you from summoning the item until neither you or the item are in an antimagic field"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Broken Ward\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Support your allies with a fragile barrier of force that hits back with splinters when struck by a melee attack. A creature within range that you can see gains 2d4 temporary hit points for the duration. If the target is hit by a melee attack while these temporary hit points persist, the ward splinters and deals an amount of force damage to the attacker equal to the number of hit points it removed from this pool.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add 1d4 temporary hit points for each spell slot above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clockwork Winding\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small mechanical gear\nDescription: You magically launch a small gear at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 slashing damage and the gear embeds itself in the target. You can subsequently use a bonus action to cause one embedded gear in range to grind, dealing 1d6 slashing damage to the target it is embedded in. The target can use an action to remove the gear.\nAt Higher Levels. The 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: Consecrate Strike\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 1 Round\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s 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\u2019s normal effects and is blinded until the beginning of its next turn. If the target is a fiend or undead, it also takes radiant damage equal to your spellcasting ability modifier.\nAt 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the radiant damage to fiends and undead increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6) and 17th level (3d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Diluvian Wave\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: You strike the ground, causing flood waters of old to surge from the ground and sweep away your enemies. Choose any number of creatures within 30 feet of you. Each creature you choose must make a Strength saving throw. On a failure, they take 8d8 bludgeoning damage, are pushed 15 feet away from you, and are knocked prone. On a success, they take half as much damage and are neither pushed nor knocked prone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Direct Strike\nLevel: 5\nSchool: Divination\nClasses: Bard, Cleric, Paladin, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of polished glass\nDescription: You gain insight into the defenses of a target in range, making it easier to land critical hits. For the duration, your weapon attacks against the target score a critical hit on a roll of 18\u201320"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dragon's Skin\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an ounce of blood freshly drawn from a dragon of adult age or older\nDescription: You touch a willing creature, granting it a dragon's near invulnerability to energy and physical blows. Until the spell ends, the target gains immunity to one of the following damage types: acid, cold, fire, lightning, or thunder. In addition, the target's AC can't be less than 20, regardless of what kind of armor it is wearing"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Essence Siphon\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You tear a creature's vitality from their body, and use it to bolster your own. Make a ranged spell attack against the target. On a hit, the target takes 14d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Expand/Contract\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a slide rule\nDescription: You select and warp regions of space within range around you, choosing to either expand or contract them in increments of 5 feet. You have a pool of distance equal to 40 feet (technically 1000 cubic feet, but for simplicity's sake...) which you can draw on to do so.\nIf you warp a region of space with a creature on it, at the end of your turn it can choose to make a Dexterity saving throw to jump out of the way 5 feet to an adjacent region of space.\nExpand. You select a 5-foot region of space and add distance from your pool to it, making the single square or hex count as multiple units. Movement, attacks, and spell effects that pass through it have the distance subtracted from their range. Stationary objects stretch to fill the gap created by the new space, while loose objects and creatures stay where they are.\nContract. You select multiple 5-foot regions of space, subtracting each from your distance pool as you do so. All squares or hexes affected count as zero distance for the purposes of movement, attacks, and spell effects. Stationary objects compress as they are ejected by the erased space, while loose objects and creatures are sent hurtling towards the direction of contraction. Should an impact take place, each entity takes a d4 of bludgeoning damage for every 5 feet that they had traveled.\nWhile you are still maintaining concentration, on every one of your turns past the initial casting, you can spend a bonus action to redistribute up to 5 x your spellcasting modifier feet of your distance pool.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell and your pool of expendable distance increases. The range becomes 80 feet at 2nd level, 120 feet at 4th, 160 feet at 6th, and 200 feet at 8th. The pool increases to 135 feet at 3rd level, 320 feet at 5th level, 625 feet at 7th level, and 1080 feet at 9th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Jump\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: boots or shoes of some sort\nDescription: For the duration of the spell your steps leave charred prints along the ground.\nOn your turn as a bonus action you can click your heels together and send fire shooting from your feet. The blast propels you 20ft in a direction of your choice. Each foot traveled cost you one foot of movement, but you may finish the spurt even if you run out of movement midway. \nAnyone standing within 5ft of you during the initial blast must make a Dexterity saving throw against your spell DC. On a failure they take 3d6 fire damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4 or higher the flames increase in strength. For each spell slot above 3rd, the damage is increased by 1d6 and the jump extended by 5ft"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gurgle\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You spew out a ball of bubbling poison that quickly pools together, coalescing around one creature within range and attempts to enter its body. The target must succeed on a Constitution saving throw or be poisoned until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Isband's Freezing Chains\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a small flask of water\nDescription: You summon a mass of icy chains to bind your enemies, which burst into existence around a creature you can see within range. Each creature in a 15-foot radius sphere centered on the target must succeed on a Dexterity saving throw or take 3d6 cold damage and become restrained by chains of ice for the duration. A creature restrained by these chains can use its action to make a Strength check against your spell save DC. On a failure, it takes 1d6 cold damage; on a success, it frees itself.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 per slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Cloak\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You coat yourself in yellow lightning, which sparks off of you like an aura of pure electricity. You double your movement speed, gain one extra reaction(which you can only use to parry or make an attack of opportunity) and have advantage on dexterity saving throws for the duration of the spell. Additionally, if a creature within 10 feet of you damages you with an attack or targets you with a harmful spell, that creature takes 3d8 lightning damage, and is immune to this property of the spell until the beginning of its next turn. During the duration of the spell, you cannot cast any other spells, and when the spell ends, you must succeed on a constitution saving throw against your own spell save dc or gain a level of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Luis Gustavo's Aura of Blades\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5 Foot Sphere)\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: The player opens a small portal in their hand spreading bright light for 5 feet and dim light for 15 feet further.\nWhen assaulted by a foe, spectral blades dart from the portal to your defense. When a hostile creature enters the spell\u2019s area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or is forced backwards 5 feet and takes 1d4 slashing damage.\n\nAt Higher Levels. The spell's damage increases by 1d4 and shove distance increases by 5 feet at 5th level (2d4, 10 feet), 11th level (3d4, 15 feet), and 17th level (4d4, 20 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mandom\nLevel: 7\nSchool: Abjuration\nClasses: Wizard\nCasting time: Reaction, Upon Being The Target Of Any Effect\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pocket watch adorned with gemstones\nDescription: You create a protective temporal bubble around you, allowing you to undo time and avoid dangerous situations. While concentrating on the spell, you gain the ability to rewind time by up to 6 seconds whenever you take damage or an unwanted effect.\nWhen a damaging effect occurs, you can use your reaction to activate the spell and rewind time, undoing the effects and returning to the condition you were in 6 seconds before. This includes restoring lost hit points, negating negative effects, and resetting any adverse situation.\nHowever, after rewinding time, you cannot do exactly the same action you did in the last 6 seconds, as you are avoiding the damage or effect. You can still act normally after rewinding. After temporal rewind, creatures affected by the spell must succeed on a wisdom (Insight) check to realize that this spell was used, failing which they will not notice the last 6 seconds."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Might of Giants\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a pinch of hair from a giant\nDescription: A creature you touch gains the strength of a giant for a limited time. For the duration of this spell, the target's Strength score is set to 20 (+5). If the target already has Strength score of 20 or more, this spell has no effect.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target's Strength score is also increased by 2 for each slot level above 4th for the duration of the spell, to a maximum of 30 (+10)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Freeze\nLevel: 4\nSchool: Abjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature Within 20 Feet Of You Casting A Spell\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: You touch the mind of a creature in the process of casting a spell and freeze it. This counts as a counter spell, if a spell is counted by this the target takes xd4 cold damage, x being equal to the spell's level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Swap\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You swap the minds of two creatures you are touching between bodies. You may target yourself. An unwilling creature must make a Wisdom saving throw to prevent the effects. Targeting an unconscious creature will awaken it.\nIntelligence and Wisdom, as well as alignment and personality, are retained across the swap. After swapping, both creatures must make an Intelligence saving throw with a DC of 16. If a creature is swapped into a drastically different form, it has disadvantage on this saving throw. On a failed save, the creature falls prone and drops anything it is holding.\nThe swap lasts until the spell ends. At the end of each of its turns, a conscious affected target can repeat the Wisdom saving throw, ending the spell on a success. The spell automatically ends if the distance between targets is more than 100 feet.\nAt Higher Levels. When you cast this spell using a 7th-level spell slot or higher, the maximum duration and distance are doubled for every slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mitotic spindle\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Druid, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 100 Feet\nDuration: Up To 12 Hours\nComponents: V, S, M\nMaterial cost: a piece of high-protein food\nDescription: You conjure a Small, translucent orb, dry to the touch but filled with viscous fluid and thin blue spindles, in an unoccupied space you can see within range, which floats in midair and lasts the duration. The orb is an object with an AC of 16 and a number of hit points equal to 2d12 + your spellcasting ability modifier; if it drops to 0 hit points or you cast, the spell ends. The spell also ends if you cast it again or dismiss it as an action.\nWhen you cast this spell and as a bonus action on subsequent turns, you can move the orb up to 30 feet in any direction and then cause it to hold or release something inside itself. The orb can hold one Large or smaller object, or one spell with a casting time of 1 action that doesn't have a range of self.\nTo begin holding an object, the orb must be within 5 feet and it must not be being worn or carried; while held, the object is weightless and takes up negligible space. When released or when the spell ends, a held object appears in a space within 5 feet of the orb.\nTo allow the orb to hold a spell, you must use an action and cast the spell, expending any components and spell slots as normal but without causing the held spell to come into effect immediately; the orb then holds that spell within itself, glowing with a faint light. When you cause the orb to release a spell held this way, the held spell is cast as though the orb had cast it, using your spellcasting ability and with a target or area you choose. If this spells ends while the orb is holding a spell, the held spell is lost."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Muffle\nLevel: 1\nSchool: Illusion\nClasses: Bard, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a patch of black cloth\nDescription: You touch a willing creature or object and their countenance dims slightly and becomes silent: All sound made by the target or anything the target is wearing or carrying becomes silenced. For the duration, the target has advantage on any Dexterity (Stealth) check made to hide or move silently.\nWhile under the effects of this spell, the creature cannot audibly speak, and cannot complete the vocal components of spells. The affected creature can choose to end your concentration on this spell at any time"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Tin Soldiers\nLevel: 4\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a pair of a type of miniature tin soldiers worth 100gp and a miniature brass bugle worth 50gp\nDescription: To use this spell, the caster must have a pair of small, tin soldiers appropriate for one of the four versions of the soldiers summoned. When the spell is cast, rousing martial music fills the air as the tin soldiers grow to human size and come to life. The tin soldiers will obey all orders faithfully, even to the death. The type of soldiers that can be conjured into existence depends on the type of miniture soldiers used in the summoning. The types of soldier are as follows:\n\nKnights (Knight Statblock)\nFootmen (Veteran Statblock)\nCalvary (Soldier/Warhorse Statblock)\nArchers (Archer Statblock)\n\nDifferent combinations can be used for different scenarios but the caster must have the type of miniature soldier they wish to use and must specify what type they are using before the spell is cast."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Pacify\nLevel: 7\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter a word of power that can compel one creature that you can see within range to immediately cease hostile actions. If the target has 100 hit points or fewer, it is pacified. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is pacified, it can't attack a creature it is aware of, nor can it target a creature or an area containing a creature with harmful abilities or magical affects. A pacified creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer pacified"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pyrokinesis\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: None\nDescription: You exert your power to cause a mote of flame to appear either in your hand or at a point in mid-air within range. This mote emits dim light to a range of 10 feet until the start of your next turn.\nYou may also use this spell to ignite a target within range. The target must make a Constitution saving throw, taking 1 fire damage and becoming ignited on a failed save.\nObjects automatically fail the saving throw. You can't target an object that's being worn or carried, and you can't target an object larger than 5 feet in any dimension.\nAt higher levels. The spell's initial damage increases by 1d4 when you reach 3rd level (1d4 + 1), 6th level (2d4 + 1), 9th level (3d4 + 1), 13th level (4d4 + 1) and 15th level (5d4 + 1).\nElemental Discipline. A Way of the Four Elements monk may cast this cantrip at will if they know the Flames of the Phoenix discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Roy's Sleep\nLevel: 2\nSchool: Enchantment\nClasses: Paladin, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: Using an action, you target one creature in front of you. Your fist glows with rage and you punch the target. If the target fails a constitution saving throw, they will fall unconscious."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scout\nLevel: 3\nSchool: Divination\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an opal\nDescription: You create a translucent visage of yourself within 5 feet of you, that last for 1 minute or until you lose concentration. You may see and hear everything the visage can, and on your turn, you may command the visage to move its movement speed as a bonus action. The visage can move through solid objects at a movement speed of 10 feet, which can not be increased in any way besides casting scout at a higher level.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, the movement speed of the visage created increases by 5 feet for each spell slot above 3rd used to cast this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sea of Fire\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 10 Minute\nComponents: V, S\nDescription: On the ground in a 25-foot radius centered on a point within range flames arise. The area becomes difficult terrain for the duration.\nWhen a creature moves into or within the area, it takes 2d4 fire damage for every 5 feet it travels.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Slip\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: As an action, you remove friction from a small area within 120 feet of you. Select an object or creature within range with a radius of 5 feet. If the target is an object that is not worn or carried, it slides into a position that it would be in as if the surface it resides on was made of ice. If the target is a creature, they must succeed a Dexterity saving throw or fall prone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Chaining Lances\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: staff or cane, mundane versions will be consumed, magical ones will not be consumed\nDescription: You create three large glowing Lances of magical force. You make three spell attack rolls against a creature or creatures of your choice that you can see within range. On a hit they deal 4d8 force damage. These lances shatter on impact into three smaller javelins of energy that strike targets you designate up to 100ft away from the initial target, with each javelin dealing 1d8 force damage.\nSpells like Shield that negate magic missile can negate the javelin's damage.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, you create 3 additional secondary javelins per lance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Helpful Harpoon\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three large javelins of positive life energy, that rover around you until you decide to use them. Using a bonus action on your turn, you can hurl one of the javelins against a creature within 60 feet. A creature stricken by the javelin regains 2d6 + your spellcasting ability modifier hit points.\nYou can also hurl the javelin against a hostile creature you can see within range. Using a bonus action, make a ranged spell attack against it. If the creature is an undead, it takes 4d6 + your spellcasting ability radiant damage, and is incapacitated until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher you generate an additional javelin per spell level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sphere of Ruin\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (20 Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You create a swirling sphere of ruin around yourself. For the duration, all objects and constructs in the area take 1d8 force damage at the start of each of your turns as they slowly begin to turn into either ash or rust. Creatures affected by this may make a Constitution saving throw, taking half as much damage on a successful save. For most structures (including the ground) after one round of exposure have their durability reduced from metal to stone, stone to wood, wood to ash, ash to nothing. The DM may rule that particularly strong or well kept structures like castles or a mage's tower take 1 minute to reduce in durability rather than one round. Every round each creature with items on them also make a Constitution saving throw, on a failure one of their items are affected.\nAt 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: Spike Storm\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a platinum needle worth at least 5 gp\nDescription: You fire hundreds of needles, daggers and other small blades from your hand, ripping at everything in their way. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d12 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spook\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You play upon the natural fears of a creature you can see within range, causing it to momentarily perceive you as something inimical. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and become frightened of you until the end of its next turn. While frightened of you in this way, it must move at least 5 feet away from you on its turn if it is able. A creature that succeeds on the saving throw becomes immune to the effect of this spell for the next 24 hours.\nThis spell's damage increases by 1d4 when you reach certain levels: 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: Summon Tree Nymph\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a small bundle of twigs\nDescription: You summon the fey spirit of a nymph to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a dryad.\nThe nymph is capable of casting animal friendship, cure wounds, healing word, lesser restoration, mass healing word, and prayer of healing\nYou can communicate telepathically with this nymph and it can respond telepathically using any language you know. It retains its memories between summonings.\nThe nymph is friendly to you and your companions for the duration. The nymph has its own turns, and it rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you).\nThe nymph disappears when it drops to 0 hit points or the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you conjure one additional nymph for every 2 levels above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword Glyph\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch (5 Feet)\nDuration: 10 Minutes\nComponents: S, M\nMaterial cost: rare chalks worth at least 1 gp, which the spell consumes\nDescription: You draw a magical glowing glyph on a a wall or floor in a space within range that you can see. This glyph glows and emits dim blue light out to a distance of 10 feet.\nWhenever a creature enters the glyph's space for the first time on a turn or starts its turn there, the glyph strikes, launching a spectral sword at the target with a vicious stabbing motion. The target must make a Dexterity saving throw, taking 1d8 force damage on a failed save. Hit or miss, the spell then ends.\nYou can only have three instances of sword glyph active at any one time. Should you cast a fourth sword glyph, the oldest sword glyph that you cast automatically ends.\nAt Higher Levels. Sword glyph is a very malleable spell. When you reach 5th level, you may choose one of the following options to enhance a particular casting of sword glyph. You may pick another when you reach 9th level, 13th level, 17th level, and 20th level.\nDuration. The duration of the sword glyph increases. You may pick this option once (1 hour), twice (8 hours), three times (24 hours), or four times (until dispelled).\nDamage. The sword glyph deals an additional 1d8 force damage. You may pick option this multiple times.\nAim. The sword glyph becomes more difficult to dodge. You may pick this option once (target has disadvantage on saving throw) or twice (target automatically fails saving throw).\nStealth. The sword glyph no longer glows. A creature can detect the glyph in this state by using its action to make an Intelligence (Investigation) check contested against your spell save DC.\nDamage Type. You change the sword glyph's damage type and color. Its new damage type can be acid (yellow-green), cold (ice blue), fire (orange), lightning (purple), necrotic (red), or radiant (yellow),\nNumbers. You draw additional glyphs, each in a different space within range that you can see. This set counts as one single instance of sword glyph. Any of the other enhancements you choose for this instance apply to all glyphs created in this instance. You may pick this option once (two glyphs) or twice (three glyphs)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Soul Splinter\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: 2 Minutes\nComponents: V, S\nDescription: You splinter your soul into four green lashes that surround you. As a bonus action on each of your turns, you can force one of these lashes to strike at a target, after which they fizzle out. Make a ranged spell attack. On a hit, the target takes 2d6 + 1 necrotic damage.\nAt Higher Levels. When you cast this spell using a slot of 4th level or higher, you create one additional lash for each slot above 3rd. If this spell is cast as an 8th level or higher spell, you may hurl two lashes as a bonus action each round"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Walk of the Dead\nLevel: 8\nSchool: Necromancy\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 10 Minute\nRange: Self\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: The skull of a humanoid creature, the bone of an undead creature, and a powerful poison worth at least 1,000 gp\nDescription: By crushing the skull of the humanoid and the bone of the undead creature and mixing it with the poison, you create a disgusting gelatinous concoction that you then consume. This causes a horrific transformation as your body dies and becomes undead. Your skin becomes pale and taught and your eyes appear lifeless as you become indistinguishable from a zombie.\nFor the duration, you gain the following benefits:\nYou are considered undead.\nAt the start of your turn, you regain 10 hit points. If you take acid, fire, or radiant damage, this trait doesn't function at the start of your next turn.\nYou are immune to necrotic and poison damage.\nYou are immune to the poisoned and exhaustion conditions.\nIf damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the spell lasts for 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Web\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a bit of spiderweb\nDescription: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.\n\nIf the webs aren\u2019t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nEach creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\n\nA creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\n\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bestow Curse\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\n\nChoose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\nWhile cursed, the target has disadvantage on attack rolls against you.\nWhile cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\nWhile the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\nA Remove Curse spell ends this effect. At the DM\u2019s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse\u2019s effect.\n\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn\u2019t require concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phantom Steed\nLevel: 3\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S\nDescription: A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature\u2019s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Evard's Black Tentacles\nLevel: 4\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a piece of tentacle from a giant octopus or a giant squid\nDescription: Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\n\nWhen a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.\n\nA creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cone of Cold\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-foot cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small crystal or glass cone\nDescription: A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fizban's Platinum Shield (UA)\nLevel: 6\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a platinum-plated dragon scale, worth at least 500 gp\nDescription: You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet.\n\nAs a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.\n\nThe creature protected by the field gains the following benefits:\n\nThe creature has half cover.\nThe creature has resistance to acid, cold, fire, lightning, and poison damage.\nIf the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Finger of Death\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\n\nA humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability."}