{"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: 10cc of Time Stop\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: As a reaction to another creature taking an action, bonus action, reaction, opportunity attack, movement, etc., you quickly stop the flow of time for everybody except you. No time passes for other creatures and you are able to move half your running speed, take 1 action, and not take any bonus actions before the flow of time is restored.\nThis spell ends if the action you take during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 10 feet from the location where you cast it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: 6/8 Time Beatdown\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Paladin, Sorcerer\nCasting time: 2 Actions\nRange: 100 Feet\nDuration: Concentration, Up To 5 Minutes\nComponents: V\nDescription: \u201c\n\n...\"Beat him! Beat him in 6/8 time!...\n\n\u201d\nWhen you cast this spell you choose a number of friendly creatures up to your Charisma modifier + your proficiency bonus times 2 (Minimum of 2 targets) to suddenly act as a mob of on-beat attackers. Each creature you target has their attacks follow the pattern shown below:\nTurn 1: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +1 to damage if they hit an attack.\nTurn 2: Creatures affected by the spell gain a +1 to damage if they hit an attack.\nTurn 3: Same as turn 2.\nTurn 4: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +2 to damage if they hit an attack.\nTurn 5: Creatures affected by the spell gain a +2 to damage if they hit an attack.\nTurn 6: Same as turn 5.\nAfter Turn 6 of the spell, pattern resets to turn 1 and repeats until the spell ends. If none of the creatures affected by the spell are attacking then the spell automatically ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by 2 and the damage bonus increases by +2."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: 617 Pages\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A large book, which the spell consumes\nDescription: You call upon the foundational magics that separate the planes, before tearing into the space between, calling out to a creature from the unknown beyond. After one minute, you make a Constitution saving throw equal to the previous number of times you have used this spell + a number of your choice between 1 and 10. On a failed save, and if your concentration hasn't been broken, you conjure a creature in the spot you can see within range, with a CR equal to the number you choose for the Constitution saving throw minus two (minimum of 0).\nIf you succeed on the save, and your concentration hasn't been broken, you conjure a creature in the spot you can see within range, with a CR equal to the number you choose for the Constitution saving throw. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature (DM's choice). This creature is loyal to you and will fulfill commands that you give it to the best of its abilities for as long as it is conjured. If no commands are given, the creature will simply defend you and itself until given a new command.\nAfter 1 hour, when you or the summoned creature are reduced to 0 hit points while it is summoned, or you otherwise loose concentration, the planar convergence manifests itself once more, consuming the creature you summoned, causing it to disappear, returning to the place or plane it originated from."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: 7th Shot\nLevel: 0\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: The spell \"7th Shot\" is used only by gunslinger classes and can only be used on revolvers or other revolving-based ammo storage weapons.\nOnce cast, an extra bullet is conjured into the last vacant ammo slot giving a \"7th Round\"\nThe spell can be cast at the start of a player's turn, if successful the bullet will only conjure when all ammo has been emptied from the moon clips\nThe spell requires a 1D6 dice roll that exceeds 4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: A Little Help\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Artificer, Cleric, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A set of relevant tools worth at least 10 gp\nDescription: You reach into the collective consciousness of the world and ask for a little help from your God or another concerned entity. For the duration of this spell, a creature you touch gets a little help and gains proficiency in a set of Tools of your choice. You must have these tools with you in order to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: A-Bomb\nLevel: 3\nSchool: Conjuration\nClasses: Artificer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: water, a piece of lead, and a pinch of pitchblende dust, all of which the spell consumes\nDescription: Choose a willing construct you can see within range. A bomb streaks out towards a point of your choice within 120 of the construct and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw, taking 4d4 thunder damage and being splashed in acid on a failed save, or taking half as much thunder damage and not being splashed on a success. When splashed with acid, a creature takes an additional 2d6 acid damage, and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the bomb increases by 10 feet and the thunder damage increases by 1d4 for each level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aberrate\nLevel: 1\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: an eyeball and a small tentacle suspended in formaldehyde\nDescription: Choose one beast, dragon, humanoid, monstrosity, or plant. The target must make a Constitution saving throw to resist the effects of this spell. The subject's body becomes covered in eyes, their limbs become tentacles, and their type changes to aberration. Their speed is reduced to 5 feet for the duration, and they take 1d4 psychic damage on each of their turns. They are able to see in all directions at once. The target can repeat this saving throw on each of its turns, ending the effect early on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional d4 of psychic damage for each spell level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abhorrent Colossus\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 100 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A piece of every corpse included in the spell\nDescription: You weave together the horrid energies of the shadowfell, infusing the amalgam of bone shards and rotting flesh in your hands, transmogrifying it into a single pulsing dark orb. Every corpse within range of the spell begins to move towards you at a speed of 5 feet per round, becoming a massive pile at your feet. A round after all of the corpses have entered the pile, the dark orb flies into the mass, as it becomes an undead unlike any other.\nThis undead, statblock shown below, is permanently charmed by you. You must use an action to command it, else it stands still and takes the Dodge action. It will follow any command you give it, no matter how suicidal. If the undead is to die, the corpses used in the spell are disintegrated. After the spell ends, it dies no matter what.\n\n\n\nUndead of varying size, unaligned\n\n\nArmor Class 13 + Constitution modifier (natural armor)\nHit Points 12 x half the amount of corpses used in the spell(maximum 600) \nSpeed 20 ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n0 (-5)\n\n4 (-3)\n\n0 (-5)\n\n2 (-4)\n\n4 (-3)\n\n4 (-3)\n\n\nDamage Vulnerabilities radiantDamage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons\nSenses passive Perception 7\n\nLanguages Any language its master knows\n\n\nSize. If less than 10 corpses are used, it is Medium. If 10 or more corpses are used in the spell, its size is Large, if 50 or more are used, its size is Huge, and if 100 or more is used, it is Gargantuan.\nStrength and Constitution. These scores are equal to 7 + half the amount of corpses used in the spell (maximum 24).\n\nACTIONS\nMultiattack. The undead mass makes two maul attacks.\nMaul. Melee Weapon Attack, +(5 + Strength modifier) to hit, reach 10 ft. Hit: its Strength score bludgeoning damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Absolute Zero\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of white quartz, which the spell consumes\nDescription: You unleash the absolute cold that dwells deep within the Plane of Ice from a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target takes 12d10 cold damage and becomes incapacitated and restrained by ice for for 1 minute; an effected creature can use an action to break free by succeeding on a Strength check against your spell save DC. On a successful save, a target takes half as much damage and its speed becomes 0 until the end of your next turn, and it isn't incapacitated or restrained.\nAll bodies of water in this area (outside of water-based creatures) are instantly frozen solid. Creatures that were in the frozen water are trapped, and may begin suffocating if submerged. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\nA creature reduced to 0 hit points by this spell is stable but petrified and has its speed reduced to 0. It can't regain hit points until thawed by either taking fire damage or with a greater restoration, heal, or wish spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Absorb Prosperity\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Paladin, Ranger, Warlock\nCasting time: 1 Reaction, Which You Take When A Creature You Can See Within Range Makes An Ability Check, Attack Roll, Or Saving Throw With Advantage\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You absorb the cunning and even the luck of your foe, spinning their good turn of fate into yours. The creature must make a Wisdom saving throw, losing the advantage for the roll on a failed save. If the creature fails, you gain advantage on the next saving throw, ability check or attack roll you make before the end of your next turn.\nAt Higher Levels. When this spell is cast with a spell slot of the 3rd level or higher, if the creature fails its saving throw and you gain its advantage, you can give that advantage up to grant advantage to an ally you can see within 30 feet. This advantage can be applied to an attack roll, ability check, or saving throw. Also, when the creature fails its saving throw, it loses its advantage and gains disadvantage on the roll."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abyssal Eruption\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black pearl\nDescription: A burst of necrotic energy erupts from you, entirely suffusing a space. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 4d4 necrotic damage for every 5 foot-cube of its space that overlaps with the spell's area. On a successful save, a creature takes half as much damage. A Tiny creature rolls only half the dice for damage from this spell.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n-1\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nSize\n\u2014\n5 ft. cube\n10 ft. cube\n15 ft. cube\n20 ft. cube\n25 ft. cube\n30 ft. cube\n35 ft. cube\n40 ft. cube\n45 ft. cube\n\u2014\n\n\nNecrotic Damage\n\u2014\n2d4\n4d4\n6d4\n8d4\n10d4\n12d4\n14d4\n16d4\n18d4\n20d4\n\n\nCasting Time\n2 actions\n1 action\n\u2014\n1 bonus action\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abyssal Invocation\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a drop of blood\nDescription: You call upon a creature of the abyss to wield their power as your own.\nRoll 1d4:\nOn a roll of 1: You call upon the powers of a demon of rage. Your Strength modifier is increased by 2. Your movement speed is increased by 15 ft.\nOn a roll of 2: You call upon the powers of a demon of greed. Your spell save DC is increased by 2. Your movement speed is reduced by 15 ft.\nOn a roll of 3: You call upon the powers of a demon of suffering. When you hit a creature, it must succeed on a Constitution save or be paralyzed for one minute.\nOn a roll of 4: You call upon the powers of a demon of death. When you hit a creature, the creature takes an additional 4d10 necrotic damage. You gain temporary hit points equal to half of the necrotic damage dealt.\nAfter the spell ends, you take one level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abyssal Invocation, Variant\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a drop of blood\nDescription: You call upon a creature of the abyss to wield their power as your own.\nRoll 1d8:\nOn a roll of 1: You call upon the powers of a demon of rage. Your Strength modifier is increased by 2. Your movement speed is increased by 15 ft.\nOn a roll of 2: You call upon the powers of a demon of greed. Your spell save DC is increased by 2. Your movement speed is reduced by 15 ft.\nOn a roll of 3: You call upon the powers of a demon of pride. When you hit a creature, it must succeed on a Constitution save or be paralyzed for one minute.\nOn a roll of 4: You call upon the powers of a demon of envy. When you hit a creature, the creature takes an additional 4d10 necrotic damage. You gain temporary hit points equal to half of the necrotic damage dealt.\nOn a roll of 5: You call upon the powers of a demon of Sloth. Your AC and all of your saving throw modifiers increase by 3\nOn a roll of 6: You call upon the powers of a demon of Lust. As a bonus action you can attempt to charm a creature that can hear you within 30ft. it must succeed a Wisdom save or be charmed until the start of your next turn. While the creature is charmed it does nothing on its turn. The effect is broken if the creature takes damage.\nOn a roll of 7: You call upon the powers of a demon of Gluttony. Two extra arms grow out of your torso, if you take the attack action on your turn you can make one additional attack, or two unarmed strikes.\nOn a roll of 8: You call upon the powers of a demon of Sadness. When you take this form, all creatures within 80ft must succeed a Wisdom save or becomes overtaken by sadness and looses the will to fight. As an action you can force one creature you can see who succeeded the save to re roll it.\nAfter the spell ends, you take one level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abyssal Strength\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of blood from a humanoid killed within the past 24 hours\nDescription: You call upon a creature of the abyss to wield their strength as your own, as you let its spirit possess your body. Roll a d4 to determine what abyssal being answers your call and the result of this invocation.\n1. Barlgura's Strength. Your Strength score becomes 18, if it is lower. You also roll a d10 for your unarmed strikes. Finally, you gain the Reckless and Running Leap traits from the barlgura.\n2. Hezrou's Strength. Your Strength score becomes 19, if it is lower. You also roll a 2d4 for your unarmed strikes. Finally, if you take the Attack action and only use unarmed strikes, you can make two additional unarmed strikes using a bonus action.\n3. Glabrezu's Strength. Your Strength score becomes 20, if it is lower. You also roll a 2d6 for your unarmed strikes. Finally, you gain the glabrezu's Stench trait.\n4. Nalfeshnee's Strength. Your Strength score becomes 21, if it is lower. You also roll a 3d6 for your unarmed strikes. Finally, you can use your action to make two unarmed strikes.\nWhen you cast this spell, and at the start of each turn, you must succeed on a Charisma saving throw against your own spell save DC + the number rolled on the die, or the demon takes control over your body until the end of that turn. While you are possessed, you become hostile to any creature originally friendly to you and will do everything in your capacity to reach and damage that creature. If there's no friendly creature within reach, you will attack the closest creature instead.\nAt Higher Levels. You roll a d6 when you cast this spell at 5th-level or 6th-level, and a d8 if you cast this spell at 7th-level or higher, adding the following results:\n5. Marilith's Strength. Your Strength score becomes 18 and your Dexterity becomes 20, if it is lower. You also can make three attacks as part of your Attack action, rather than the usual amount. Finally, you gain the Reactive trait of the Marilith.\n6. Goristro's Strength. Your Strength score becomes 25, if it is lower. You also roll a 3d8 for your unarmed strikes. Finally, you gain the Charge and Siege Monster traits from the Goristro.\n7. Balor's Strength. Your Strength score becomes 26, if it is lower. You also conjure a whip of fire that is considered a martial weapon you are proficient with and deals 2d6 slashing damage and 3d6 fire damage on a hit. Finally, you gain the balor's Fire Aura trait.\n8. Reroll. You roll the d8 again, being able to choose between the results."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abyssal Strength, Variant\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nDescription: You call upon a demon of the abyss to grant you part of their strength as your own, as you forcefully bind part of their strength to your body.\nWhen this spell is cast, you gain the following effects which last until the spell ends:\nYour Strength modifier increases by 2, and you gain advantage on Strength checks.\nYour AC is increased by 2.\n\nAt the end of every turn, you must succeed on a DC 15 Constitution saving throw or take 1d10 necrotic damage. Once the spell ends, you must succeed on a DC 20 Constitution saving throw, or take 6d10 necrotic damage as you lose the strength empowering you, and the binding wears off"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Accelerate Self\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: Uttering the Astral words for time and accelerate, you feel yourself speed up, to you the world seems to be moving at a snail's pace.\nWhen this spell is cast, you gain the following effects which last until the spell ends.\nTime travels at half speed for you (1 second in the real world is 2 seconds for you, 1 round (6 seconds) in the real world is 2 rounds (12 seconds) for you. Your movement is doubled and you can take two actions on your turn.\nDue to the speed you are moving at compared to others, you have advantage on attack rolls and attack rolls have disadvantage against you.\nWhen the spell ends, time compresses on you. You fall prone, are stunned, and you must make a DC 25 Constitution saving throw. On a failure, you take 5d8 force damage and gain a level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Accelerate/Decelerate\nLevel: 0\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Round\nComponents: V, S\nDescription: You make a minor change to the way time interacts with a single creature or object within range. Until the end of your next turn, the target\u2019s speed is reduced or increased by 10 feet. Likewise, if the creature falls 20 feet or less before the spell ends, it lands on its feet and has resistance to any falling damage it takes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Accelerating Sphere\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Uttering the astral words for \"time\", \"accelerate\" and \"other\", you, creating an aura of 5-foot radius around you that cause everything near you to speed up, with the remainder of the world flowing slowly in comparison.\nAll creatures, other than yourself, that start their turn within the radius of the spell gain the following benefits:\nTheir movement speed is doubled until the end of their turn.\nThey can take an additional action until the end of their turn.\nThey have advantage on Dexterity saving throws until the start of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Accelerator\nLevel: 6\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: This spell creates a shell of altered time around you, causing the the world to move slower, causing the impression that you are moving faster. Until the spell ends, you gain the following benefits:\nYou gain 5 teleportation charges. You can use a teleportation charge using a bonus action, teleporting to an unoccupied space within 10 feet per charge spent. All charges are lost when the spell ends.\nAttack rolls against you are made at disadvantage.\nWhen you make an attack roll, you can make one additional attack without using an action.\nYou add your proficiency bonus to all your Dexterity checks that don't already add your proficiency.\nYou gain proficiency in Dexterity saving throws. If you are already proficient, you add twice your proficiency bonus to it.\nYou can take one additional action in each of your turns. This action can be a single attack, or the Dash, Hide, Search, Disengage or Use an Object action.\nImmediately after the spell ends, you become incapacitated, as a lethargic weave passes through your body, and you suffer 1 level of exhaustion, that is removed after 1 minute."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Accursed Strike\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute.\nComponents: V, M\nMaterial cost: a melee weapon that deals piercing or slashing damage worth at least 1 gp\nDescription: You brandish the weapon used as the material component for this spell's casting as it begins glowing with a red aura. The next time you hit a creature with a melee weapon attack using this weapon, the attack deals an additional 4d4 necrotic damage and the spell ends. The target must then succeed on a Constitution saving throw or become cursed. While cursed in this way, the target's hit point maximum is reduced by the damage they took from the attack. Constructs and undead automatically succeed on the saving throw, and the spell ends early if you drop the weapon.\nEvery 24 hours while the target is cursed, it takes an additional 1d8 necrotic damage and its hit point maximum continues to be reduced by that amount. A creature dies if its maximum hit points reach 0.\nA remove curse spell cast at the level this spell was cast at or greater restoration spell ends the curse and the reduction to the target's maximum hit points.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\nThe default 3rd-level Power Point allocation of this spell is Initial Damage 3, Recurring Damage 0, Damage Interval 0.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n-2\n-1\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nInitial Necrotic Damage\n\u2014\n0\n1d4\n2d4\n3d4\n4d4\n5d4\n6d4\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nRecurring Necrotic Damage\n\u2014\n\u2014\n1d8\n\u2014\n2d8\n\u2014\n3d8\n\u2014\n4d8\n\u2014\n5d8\n\u2014\n\n\nDamage Interval\n1 month\n1 week\n24 hours\n8 hours\n1 hour\n10 minutes\n1 minute\n1 round\n\u2014\n\u2014\n\u2014\n\u2014"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acererak's Enfeeblement\nLevel: 9\nSchool: Transmutation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an ancient solid bone, at least 1000 years old, which the spell consumes\nDescription: You draw the life force out of a creature using the bone as a fulcrum, robbing them of almost all of their vitality and energy, leaving a mere husk of a living thing. The target must make a Constitution saving throw. On a failed save, they are reduced to 1 hit point and gain a level of exhaustion. The target cannot benefit from saving throw proficiency for this save. If you are an undead, you also gain hit points equal to the amount drained from the target.\nThis spell has no effect on undead or constructs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acid Balm\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Druid, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You conjure a strong acidic substance on your target's skin, yellow and sticky, that burns to the touch. While grappling a creature, you may deal 1d6 acid damage to it at the end of your turn. This spell ends if a creature breaks out of your grapple."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acid Rain\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Cylinder)\nDuration: 1 Hour\nComponents: V, S\nDescription: A dark cloud moves towards your position and starts to unleash a torrent of acid rain. Each creature within range must make a Constitution saving throw or take 5d6 acid damage and 4d6 water damage on a failed save, and half as much on a successful one. Any creature that is adequately sheltered from the rain does not take any damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acid Spray\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of diluted poison\nDescription: A concentrated ball of acid ejects your hand to a point you choose within range and explodes upon impact. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 acid 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 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: Acid Storm\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action,\nRange: 120 Feet\nDuration: Instantaneous,\nComponents: V, S, M\nMaterial cost: A flask of acid\nDescription: You cause a brief torrent of acid to rain down in a 20 foot cylinder within range. Each creature within the cylinder must make a Dexterity saving throw or take 5d12 acid damage on a failed save, and half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acidic Blast\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A beam of acidic, corrupted energy streaks toward a creature within range. The target makes a Dexterity saving throw. On a failed save, it takes 1d6 acid damage, and then a further 1d4 acid damage at the end of its next turn.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acidic Bolt\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You conjure a bolt of solidified acid that melts inside your target. It propels itself at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. If the target is a creature, it must make a Constitution saving throw or take an additional 1d6 Acid damage.\nThe acid damage and piercing damage of this spell both increase 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: Acidic Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The first time you hit with a melee weapon attack during this spell\u2019s duration, your weapon becomes covered in acidic slime, and the attack deals an extra 1d6 acid damage to the target. Additionally, if the target is wearing armor, it must succeed on a Constitution saving throw or have a -1 to AC. The armor is destroyed if the penalty reduces its AC to 10."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acquire Attendant\nLevel: 4\nSchool: Conjuration (Ritual)\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\nDescription: You gain the service of an attendant, a spirit that takes on a humanoid form you choose. Appearing in an unoccupied space within range, the attendant has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a humanoid.\nThe attendant uses the stat block of the squire, but it doesn't have its actions, reactions, or equipment. Choose 3 skills, the attendant has a +5 modifier for this skill, instead of any other modifier. Additionally, it gains a bonus to its ability scores equal to that of the race it appears as. Finally, it knows all the languages you know, and one additional language based on the race they appear as(elven for half elfs, dwarven for dwarves, and so on).\n\nYour attendant acts independently of you, but they always obey your commands. In combat, they roll their own initiative and acts on its own turn. An attendant can\u2019t attack, but they can take other actions as normal.\n\nWhen the attendant drops to 0 hit points, they disappear, leaving behind no physical form. They reappear after you cast this spell again.\nWhile your attendant is within 100 feet of you, you can communicate with them telepathically. Additionally, as an action, you can see through your attendant\u2019s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the attendant has. During this time, you are deaf and blind with regard to your own senses.\n\nAs an action, you can temporarily dismiss your attendant. They disappear into a pocket dimension where they await your summons. As an action, while they are temporarily dismissed, you can cause them to reappear in any unoccupied space within 30 feet of you.\n\nYou can\u2019t have more than one attendant at a time. If you cast this spell while you already have an attendant, you instead cause them to adopt a new form. Choose one of the forms from the above list. Your attendant transforms into the chosen humanoid.\n\nFinally, when you cast a spell with a range of touch, your attendant can deliver the spell as if they had cast the spell. Your attendant must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Add Sending Stone\nLevel: 6\nSchool: Transmutation\nClasses: Wizard\nCasting time: 10 Minutes\nRange: 60 Feet\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: an intricately-carved piece of moonstone worth at least 200gp, which the spell consumes\nDescription: This spell adds a new sending stone to an existing pair of sending stones. The new stone, created from the material component of this spell, has the same mechanics as the pair that it's joined to, and sending a message into one will release a message into all linked stones simultaneously. You can join up to ten stones into a single sending stone network in this way.\nTraditional methods of destroying sending stones destroy added stones, but so do dispel magic spells and similar spells cast at 6th level or higher."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Adula\u2019s Moonblade\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self (10Ft Radius Semicircle)\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a handful of ice and a nonmagical weapon\nDescription: A large freezing greatblade forms on your arcane focus, weeping in front of you in a slash (melee spell attack) that deals 1d6 slashing damage and 1d6 cold damage to all creatures hit by it.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 and the cold 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: Aerostrike\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a cloud that you can see\nDescription: You condense the winds around you, wrapping it around your weapon before you strike.\nThe next time you make a melee weapon attack against a creature, you can use your spellcasting ability modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition to the attack's normal damage, the attack also deals an extra 1d6 slashing damage on a hit. You do not receive this bonus damage if you do not take the attack action during the turn you cast this spell, as the condensed winds around the blade disperse.\nThe spell\u2019s extra damage increases when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6).\nNote: At the DM's discretion, the bonus damage from this spell may deal wind damage instead of slashing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aether: Ascent\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action/1 Reaction\nRange: Touch/15Ft/30Ft\nDuration: Instantaneous\nComponents: M\nMaterial cost: Greatsword\nDescription: This spell has three different cast forms but all function in a similar manner. When targeting a grounded target, you cast this spell as a melee spell attack that uppercuts your target 15ft into the air, dealing weapon damage +2d6 magical slashing damage. When you land, all targets within 5 ft must make a dexterity saving throw or take half the damage your initial target took. This damage is not additive with the damage done to your initial target.\nWhen this spell is cast as a ranged attack, make a ranged spell attack roll against a target that is airborne directly above you within 15ft. That target takes 2d6 magical slashing damage and is dragged down to the ground with you, causing a similar area effect as when used against a grounded target.\nThis spell can be cast as a reaction when the caster begins to fall from a great height. The spell is then cast with no target in mind, doubling its effective range and embedding the sword at a grabable ledge; allowing the safe recovery of the caster. However, if this spell is cast with no applicable ledge, you plummet downwards... Rapidly, doubling any fall damage you would've taken.\nNote: This spell is made in reference to Ike's Up-B from Super Smash Brothers and is meant to be used as both an attack and a utility spell to avoid falling to one's death; this spell also feels a lot better yelling AETHER while casting it. (We like Ike)\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the magical slashing damage increases by 1d6 and the range increases by 5ft for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aether: Quickdraw\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: M\nMaterial cost: A Greatsword\nDescription: Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within an unobstructed line from you that is within range of the spell. You dash forward to strike your target, and if you end the movement within 5 feet of them, make a weapon attack against your target. On a hit, you deal an additional 2d6 weapon damage. This movement does not provoke opportunity attacks and does not count against your movement this turn.\nNote: This spell is made in reference to Ike's Side-B from Super Smash Brothers and is simply a dash move rather than a charged move. (We like Ike)\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aetheric Aura\nLevel: 5\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self(20 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A diamond worth 500gp set in a magnet\nDescription: You stretch out your hands as energy begins to permiate the air. Allied creatures within 20 feet of you gain the following benefits, until they leave or the spell ends.\nTheir AC increases by 1.\nThey have a +1 to all saving throws they make.\nWhen they make a saving throw that would cause them to take half damage on a success, they instead take no damage.\nAdditionally, as an action while this spell persists, you can force any number of creatures in range to make a Wisdom saving throw, taking 2d6 force damage on a failure"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aetheric Ballista\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A faint quintessential essence wreathes around your extended wrist. For the duration of the spell, you can use a bonus action to make a ranged spell attack against a creature that you can see within 60 feet. On a hit, you deal force damage equal to 1d6 + your spellcasting ability modifier.\nAt Higher Levels.When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aetheric Blade\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Until Dispelled\nComponents: S\nDescription: You create a magical semi-transparent one-handed bladed weapon with a range of 5 feet which you are proficient with. You decide it's shape and appearance. The weapon deals 1d10 force damage regardless of it's shape or form.\nYou use your spellcasting ability modifier for the weapon's attack and damage rolls. You may choose to attack once as part of the action used to conjure the weapon.\n\nAt Higher Levels. The weapon's damage dice increases to 2d10, 3d10 and 4d10 at 6th, 12th and 18th levels respectively. At 20th level, you may use your reaction to attack once with the weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Affect\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: Varies (See Below)\nRange: Varies (See Below)\nDuration: Varies (See Below)\nComponents: V, S\nDescription: Affect is a 1st level spell that allows the caster to cast a random cantrip (At the cantrip level) in the game as if they knew the spell, regardless of what spell list it is on or whether or not they can normally cast the cantrip with their spell list by switching spells.\nAny cantrip that normally requires material components doesn't require those components if cast this way.\nThis spell must be cast within a minute of observing the cantrip.\nWith this spell, you can only cast a cantrip your character either completely knows the effects of or has seen cast, and if you aren't completely aware of the effects of the cantrip but can cast it through this spell, you can only cast it with the effects you have observed, and other effects of the cantrip aren't carried over.\nYou can retain a number of observed cantrips equal to your spellcasting ability modifier. If any additional cantrips are to be added via this spell, a preexisting cantrip must be replaced.\nFinally, if a cantrip becomes stronger as you level up or in certain conditions (Like Toll The Dead becoming stronger if used on a damaged creature), you can use the stronger versions if you meet the requirements"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Afterburner\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch forward up to 120 feet in a straight line, leaving a plume of fire behind you as you go. For the duration of the spell you do not provoke opportunity attacks, you are able to move through the space of hostile creatures, and difficult terrain doesn't slow your movement. When you move within 5 feet of a creature or move through its space, it must make a Dexterity saving throw or it takes 4d6 fire damage from your trail of fire. On a successful save the creature takes half as much damage. A creature can take this damage only once during a turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aging Bolt\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of grey hair\nDescription: You cast a streak of time energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The target is forced to make a Constitution saving throw against your spell DC, if it fails it will also rapidly age by a number of years equal to your spellcasting ability modifier.\nAgainst inanimate objects, the bolt ages an area in the shape of a circle up to 1 foot in diameter and the aging can be multiplied by up to 10 times (this is determined by the caster). Worn or in-use equipment is affected at the same rate as the living creature using it.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aging Hands\nLevel: 1\nSchool: Necromancy\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast a streak of time energy at a creature or object within range. Make a melee spell attack against the target. The target is forced to make a Constitution saving throw, if it fails it will also rapidly age by a number of years equal to your spellcasting ability modifier. Against inanimate objects, the bolt ages an area in the shape of a circle up to 1 foot in diameter and the aging can be multiplied by up to 10 times (this is determined by the caster). Worn or in-use equipment is affected at the same rate as the living creature using it.\nThis spell can only be used by someone profiecnt in time (has time in the subclass).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increases time aged by 1d4 years for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Agonizing Smite\nLevel: 4\nSchool: Necromancy\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends waves of excruciating pain through the creature's body, and the attack deals an extra 5d8 necrotic damage to the target. Additionally, the target must make a Constitution saving throw. On a failed save, it falls prone and takes 1d8 necrotic damage at the start of its next turn. On a successful save, the target takes half as much damage and doesn't fall prone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Bubble, Variant\nLevel: 2\nSchool: Evocation (Ritual)\nClasses: Cleric, Druid, Paladin, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air for the duration, which suppresses water or unclean air. When cast on a creature, the air bubble surrounds the target's head or face. As the air is always clean, it is scentless even in the presence of overwhelming odor. The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes.\nThis effect enables a creature to breathe when it otherwise could not, such as while underwater. The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face. A fragile object surrounded by this sphere of air is similarly protected from smoke or water.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level higher, you can target two additional creatures or objects for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Cannon\nLevel: 2\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Thrusting your open palm forward, you shoot a concentrated force of wind towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage, and each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away from the target.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by 1d8 for each spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Cushion\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You blast the ground below you with air that softens your fall. When you fall from a height of 50 feet or lower, you avoid taking any damage from that fall and land on your feet. If you fall from a height greater than 50 feet, you only avoid taking any damage from the first 50 feet of falling.\nThe maximum height of the fall increases to 100 feet when you reach 5th level, 150 feet at 11th level, and 200 feet at 17th level.\n\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Cleric\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Druid\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Sorcere"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Removal\nLevel: 8\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bit of earth from the Plane of Air\nDescription: You remove breathable air from within the body of a creature within range, and prevent any air from entering for the duration. The target must make a Constitution save. Air elementals, or other creatures made primarily of air, have disadvantage on this saving throw. On a failed save, the creature takes 10d8 necrotic damage, and this spell continues if the creature has a need to breathe. On a successful save, the creature takes half as much damage, and the spell ends.\nAt the end of your next turn, the creature must succeed on another Constitution saving throw or begin to suffocate, as it has run out of breath. It can repeat the saving throw at the end of each of your turns, ending the spell on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Shield\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You\u2019Re Hit By An Attack Or Targeted By Magic Missile\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: A barrier of extremely fast wind surrounds you and protects you. Until the start of your next turn, you have a +2 bonus to AC, and you take no damage from ranged attacks and magic missile.\nIf a melee attack misses you, the attacker must make a Constitution saving throw, or be pushed 15 feet to the direction opposite of it's attack.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the attacker is pushed more 5 feet for each level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Air Slash\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You form a blade of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.\nAt Higher Levels. This spell\u2019s 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: Air Wave\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: With a swing of your weapon, you attack a target within range with a wave of cutting air.\nMake a melee weapon attack against the target as if you were adjacent to it. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Attacks made with this spell deal slashing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its range increases by 20 feet for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Al-Taraj's Fulgursphere\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a quartz crystal worth 25gp\nDescription: A bright flash of light emerges from your pointing finger to a point you choose within range, turning into a violent blast of electricity. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, or take 4d8 lightning damage on a failed save, half as much damage on a success.\nAdditionally, if a creature fails the save, they become deafened. If they fail by 5 or more, they are also blinded, and if they fail by 10 or more, they are stunned on top of all that. At the start of an afflicted creature's turn, they can attempt a Constitution saving throw, ending the effect on a success. It also ends when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage of this spell increases by 1d8 per spell level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Al-Taraj's Shockspire\nLevel: 4\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: metal shards or ore wrapped in wire\nDescription: You cause up to four electrically charged pillars of metal to burst from areas on the ground that you can see within range. Each spire is a rough cylinder that has a diameter of 5 feet and a height of up to 15 feet. Each spire emits a field of crackling lightning around them to a distance of 20 feet. A creature's speed is halved while in the area.\nWhen a creature moves within 10 feet of a spire for the first time on a turn or starts its turn within 10 feet of a spire, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 lightning damage. On a successful save, the creature takes half as much damage.\nA creature that starts its turn within 5 feet of a spire has disadvantage on their saving throw. In addition, a creature that fails their saving throw while within 5 feet of a spire is pushed 10 feet directly away from it and becomes stunned until the end of their next turn. A creature that touches a spire must make this saving throw.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8 per slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alacrity\nLevel: 0\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You imbue a willing creature you can see within range with a temporary burst of speed. The target gains a 10-foot bonus to its walking speed until the end of its next turn. If you target yourself, this spell lasts until the end of your current turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alchemical Bomb\nLevel: 0\nSchool: Evocation\nClasses: Artificer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a glass vial, which the spell consumes\nDescription: You throw a vial filled with unstable alchemical mixtures at an enemy in range. The target must succeed on a Dexterity saving throw or take 1d8 damage. The number rolled on that die determines the attack's damage type, as shown below.\n\n\nd8\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nFire\n\n\n4\nForce\n\n\n5\nLightning\n\n\n6\nPoison\n\n\n7\nPsychic\n\n\n8\nThunder\nAt Higher Levels. This spell\u2019s 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: Alchemical Grenade\nLevel: 0\nSchool: Evocation\nClasses: Artificer\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a crossbow or a firearm and a piece of ammunition\nDescription: You brandish the weapon used in the spell\u2019s casting and make a ranged attack with it against one creature within 60 feet of you. You load the weapon with a special grenade filled with unstable alchemical mixtures and launch it at an enemy from the weapon. The weapon damage type changes to a random one. Roll a d6 to determine the attack's damage type, as shown below. On a hit, the target suffers the weapon attack\u2019s normal effects.\n\n\nd8\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nFire\n\n\n4\nLightning\n\n\n5\nPoison\n\n\n6\nThunder\nAt Higher Levels. At 5th level, the ranged attack deals an extra 1d8 damage to the target on a hit. The extra damage roll increase by 1d8 at 11th level (2d8) and 17th level (3d8)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alice's Chaos Recall\nLevel: 4\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature Appear In A Space Within Range Via Teleportation Or Planar Travel\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a gemstone worth at least 25 gp, which the spell consumes\nDescription: The gemstone used in casting melts and congeals into a field of energy around a recently-teleported creature, warping space around it as you attempt to reverse the magic used. The target must make a Constitution saving throw. On a failed save, the target takes 5d6 force damage and is forcibly sent back to the space it was transported from; if the space is on another plane, this spell fails. On a successful save, the target takes half as much damage and appears as normal.\nAt Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Using a spell slot of 6th level or higher also allows you to force the target to return across planes"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Allowance\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Sorcerer, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: S, M\nMaterial cost: a small pouch of pebbles or beans\nDescription: You create an amount of coins, gems, or other small valuable items worth no more than 5 gold pieces in total in your hand or in an open container you touch. The items created by this spell are magical and cannot be used as a material component for spells. Detect magic or the identify spell cast upon it reveals the true nature of an item, as does a successful ability check against your spell save DC made with tools appropriate to the item such as alchemist's supplies or jeweler's tools.\nIf dispel magic is cast upon any items created by this spell, they turn to dust.\nIf you cast this spell again and the existing total value of items created by this spell exceeds 5 gp, the oldest items created by this spell crumble to dust until only 5 gp remains.\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the total value of the items that can be created and can exist until you cast this spell again increases according to the table below.\n\n\nSpell Level\n\nTotal Value (in gp)\n\n\n2nd\n\n25\n\n\n3rd\n\n50\n\n\n4th\n\n100\n\n\n5th\n\n250\n\n\n6th\n\n500\n\n\n7th\n\n1,000\n\n\n8th\n\n2,500\n\n\n9th\n\n5,000\n\n\n\nDesign Note: The last casting level of the spell determines the total value of all items created by it. For example, you can cast allowance at 1st level to create 5 gp. If you want to cast it again without that 5 gp turning to dust, you must cast it at 2nd level to create 20 gp or less. Casting it again at 1st level to create 1 gp will cause all but the most recent 4 gp created by allowance to turn to dust.\n\nAlternate Names. This spell has quite a few names, especially more colorful ones by the merchants who have been deceived by it. Common names include: faerie gold, fey coin, and fools' gold.\nVariant Spellcasters[edit]\nThe DM may allow this spell to be taken by the following subclasses: trickery cleric, archfey warlock, and treachery paladin. Otherwise, those classes do not get access to this spell.\nSee Also[edit]\nEverfull purse of deceptive funds"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Almighty Strike\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gem worth at least 150 gp\nDescription: You clap your hands and create an almighty aura that sends a blast wave out in a 30-foot sphere centered on you. The first 1d4 opponents in range must succeed on a Dexterity saving throw or take 1d4 force damage and be knocked prone. On a successful save they take half damage.\nThis spell's number of targets and amount of damage increases to 1d6 when you reach 5th level, 1d8 at 11th level, and 1d10 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alpha Demiplane\nLevel: 6\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 12 Hours\nRange: 200 Meters (See Text)\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: a crystalline sphere worth in 1000gp\nDescription: you manifest in the ethereal plane using your soul to create or expand a demiplane of limited space risking your own soul.\nThis spell can be cast only on the Ethereal Plane. Upon casting the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.\nWhen the spellcaster casts this spell, every four hours you must do a DC 20 check using your spellcasting modifier. on a successful roll, nothing happens and you continue the spell. on a failed roll, the spellcaster will be unable to withstand the overload of magical power and his soul will be destroyed, killing him instantly.\nIn case you pass all the checks, the demiplane will be created. the demiplane will have a radius of 200 meters and can have any shape the spellcaster wishes.\nFurthermore, the spellcaster decides the spellcaster decides how fast or slow time passes inside the demiplane compared to the material plane. the spellcaster can make time pass 4 times faster or slower within the plane. For example, if the spellcaster wants time to go 4 times slower inside the demiplane compared to the material plane, 1 day on the demiplane would be equivalent to 6 hours on the material plane, and if the spellcaster decides to set the time 4 times faster within the demiplane, 1 day in the demiplane would be equivalent to 4 days in the material plane.\nThe spellcaster determines the environment within the demiplane when they first cast alpha demiplane, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. The spellcaster can also create animals and non-magical vegetation within the demiplenum as part of the creation, and can also create basic structures that must be made of wood, stone or simple metals. The spellcaster must add these things in some other fashion if they desire such. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 200 meter radius to the demiplane each time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alpha Radiation\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 20 Foot Cube, Centered On You (You'Re Not Affected By The Spell)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Fomorian hair\nDescription: You release a burst of ionizing radiation. Each creature in the affected area must succeed a Constitution saving throw against your Spellcasting DC or be transformed into a Fomorian. The transformation lasts while you concentrate, up to 1 minute during which the target has disadvantage on attack all rolls. If the target succeeds on its saving throw, it is not transformed and cannot be affected by Alpha Radiation for 24 hours.\nWhile a creature is transformed into a Fomorian by this spell, it cannot use any abilities provided by itself or by its Fomorian self. The creature retains its hit points and maximum hit points. The creature retains its weapons, armor, and other equipment, however if the creature is wearing any equipment that becomes too small for it's new form, the equipment is torn and falls to the ground. The creature also retains its memories, Intelligence, Wisdom, languages, and skills. All other statistics are replaced by the Fomorian's, with the exception of the Fomorian's skills also being present with the creature's original skills.\nIf a creature is targeted by this spell four times before a long rest and fails all four times, the fourth time it turns into a Fomorian, it does not turn back"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alter Appearance Permanently\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: Permanent\nComponents: V, S\nDescription: You assume a different form by transforming your appearance to your liking permanently. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and any distinguishing characteristics. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same (for instance, if you're bipedal, you can't use this spell to become quadrupedal).\nIf the spell's effects end, you revert to your true appearance. If you cast this spell on yourself while you are already being affected by a different casting of it, the effects of the previous casting end as soon as the new casting takes effect. Greater Restoration and Wish can both be used to end this spell, but you must be willing for Greater Restoration to work. If Alter Self, Polymorph, or similar magic is cast on you, then the appearance created by this spell is the form you revert to when the other spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alter Object\nLevel: 1\nSchool: Transmutation\nClasses: Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: an object big enough to change into the sought after tool\nDescription: An object you touch that meets the requirements, can shift into a simple tool that is good for one use. Ex. A lock pick to unlock a chest. Only the caster can hold the item. This spell does not work on magical items. This spell is also for basic tools.\nAt Higher Levels. When you cast this spell using a spell slot of any higher level, it increases the number of time you can use the object"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alter Race\nLevel: 6\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Hour\nRange: Touch/Self\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: a small piece(like hair or nails) of the new race which the spell consumes\nDescription: This spell can be used to allow the caster to alter it's or another beings race. Beings effected by this spell receive the Traits and Stats, only applies to Physical stats, of the new race, replacing those given by the old race. This effect is Permanent, but can be reversed by a second casting of this spell for the original race.\nThe size of the new race must be within 1 size category of the original race. Changing the size can result in death or Injury and always... mutation! (roll a D20, your body mutates and take 2d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another D20. Depending on the result, take one wild mutation from the Wild Mutaion table.) (but if you roll in the range of 18 to 20... the spell Succeeds!!)\nIt is difficult to alter your race to a totally different category. ex. a Humanoid can turn into another humanoid or Monstrous Humanoid, but changing race to Abberation, Dragon, or Outsider can cause serious damage to the body and mutation. (roll a D20, your body mutates and take 4d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another two D20. Depending on the result, take two wild mutation from the\u00a0Wild Mutaion\u00a0table. The two mutations can stack.) (but if you roll a 20... the spell\u00a0Succeeds!!)\nUsing this spell gives Temporary immunity to another casting of it equal to 1d6 weeks.\nRaces Naturally immune to polymorph or of the Shapechanger subtype are immune to this spell.\nWild Mutation.\n\n\n\n\nRoll\nSimple Name\nResult\n\n\n01\nBlind\nYou are effectively blinded permanently, unable to see anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration.\n\n\n02\nDeaf\nYou are effectively deafened permanently, unable to hear anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration.\n\n\n03\nContinuously Stuned\nWhen your turn starts during combat, roll a d20. It the result is in range of 1~5, you are stunned until the end of your current turn(which means you skip your turn). This can be cured with nothing less than a Greater Restoration.\n\n\n04\nWeaker\nYour Strength Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.\n\n\n05\nNot Flexible\nYour Dexterity Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.\n\n\n06\nNot Healthy\nYour Constitution Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.\n\n\n07\nSlower\nAll of your speeds decrease by 10 feet. This can be cured with nothing less than a Greater Restoration\n\n\n08\nMinimized Damage\nThere has been a damage in your brain and made you dizzy while attacking. All variable, damages you deal now do minumum damage. This can be cured nothing less than a Greater Restoration.\n\n\n09\nHalved Duration\nThere has been a damage in your brain and made you dizzy while using long time affecting abilities. All variable, numeric effects you inflict on others with durations now have halved durations. This can be cured nothing less than a Greater Restoration.\n\n\n10\nHarder Concentration\nThere has been a damage in your brain and made you dizzy while concentrating. You have disadvantage on your concentration saving throws.\n\n\n11\nDumber\nYour Intelligence Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.\n\n\n12\nFolly\nYour Wisdom Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.\n\n\n13\nUglier\nYour Charisma Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.\n\n\n14\nExtra Arm\nYou grow an extra arm somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage but allows the target to wield 3 single handed weapons(etc). Cloths and armors need to be specially tailored.\n\n\n15\nExtra Leg\nYou grow an extra leg somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage and decreasing your walking, climbing, and swimming speed by 5 feet. Cloths and armors need to be specially tailored.\n\n\n16\nGrow Horn\nYou grow a large horn somewhere in your body(the DM decide), dealing 4d6 piercing damage to the target. In addition, the target can Gore (1d10+proficiency piercing, +1d10 for every 5 levels gained with this mutation). Cloths and armors need to be specially tailored.\n\n\n17\nExtra Eye\nYou grow an extra eye somewhere in your body(the DM decide), dealing 1d12 piercing damage and you have\u00a0 disadvantage\u00a0on attack rolls and\u00a0Wisdom(Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Cloths and armors need to be specially tailored.\n\n\n18\nPacifist Mind\nWhen your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 psychic damage. This can be cured with nothing less than a Greater Restoration.\n\n\n19\nHeating Blood\nWhen your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 fire damage. This can be cured nothing less than a Greater Restoration.\n\n\n20\nMultiple Negative Mutation\nRoll a d20 twice and pick two Wild Mutaions. If you roll another 20.... Good luck playing this character for your campaign because This Wild Mutation does Stack on and on.\nAh, I can literally taste the pain of this unfortunate soul."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alter Size\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Varies; See Description\nComponents: V, S, M\nMaterial cost: a metallic spring\nDescription: You alter the size of a creature or object you can see in range. If the target is an unwilling creature or an object worn by an unwilling creature, that creature can make a Constitution saving throw. On a success, this spell doesn't affect it.\nIf the target is a creature, it gains your choice of either the enlarged or reduced condition for the duration of your concentration, up to 1 minute.\nIf the target is an object, you can choose to either (a) double its size in all dimensions and multiply its weight by 8, or (b) halve its size in all dimensions and divide its weight by 8. In either case, this altered size lasts for 1 minute.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature or object for each slot level above 2nd. The targets 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: Alter Terrain\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: 1 Hour\nComponents: V, M\nMaterial cost: A piece of the desired terrain\nDescription: You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or the Underdark. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alternate Reality\nLevel: 3\nSchool: Abjuration\nClasses: Wizard, Sorcerer\nCasting time: 1 Reaction, Which You Take At The End Of Another Creature'S Turn You Can See In Range\nRange: 30 Ft\nDuration: Retroactive\nComponents: V, S, M\nMaterial cost: an unmarked die cut from a gemstone worth at least 100gp\nDescription: This is a Wild Magic Spell, which can only be chosen or cast by a spellcaster of the Wild Magic arcane tradition or sorcerer Wild Magic bloodline.\nYou tamper with an event from within the last couple of seconds, potentially changing the outcome. You cast this spell at the end of another creature's turn, after any other effects that apply at the end of its turn. Choose one attack roll, saving throw, or ability check that that creature made during that turn. Events are reset to the moment they made that roll. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll. All creatures involved remember how it played out before the spell was cast.\nAt both the beginning and end of your next turn, you gain one level of exhaustion, as the space-time continuum itself wreaks petty vengeance on you for your slight"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alternate Self\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a lock of your own hair, and a time piece worth at least 10gp, which the spell consumes\nDescription: Sprinkles of time appear in an area within range until an alternate timeline version of yourself appears in that spot. This copy of yourself has no color and carries none of your equipment.\nYou and your copy are now limited to casting spells up to 5th level, unable to access your higher spells and spell slots for the duration of the the spell.\nThis copy of yourself:\nFollows your mental commands and goes right after you in initiative.\nCannot leave your 30ft range or it disappears and the spell ends.\nHas the same stats as you, but a quarter of your max HP.\nHas the same spells as you, but half as many remaining spells slot you currently have (rounded up), and none of your class abilities.\nWhen casting a spell, your copy rolls half as many dice (rounded up) for the spell, if rolling is required.\nWhen they are subjected to an effect that allows them to make a saving throw to take only half damage, it instead take 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: Ambush Shard\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small gemstone worth at least 10 gp\nDescription: A small rift appears behind a target of your choosing and conjures a shard of a gemstone that propels into the target\u2019s back. Make a ranged spell attack against the target with advantage on the attack roll. On a hit, the target takes 1d10 piercing damage. This spell cannot score a critical hit.\nAt 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.\nWhen you cast this spell using a spell slot of 3rd level or higher, the spell\u2019s damage increases by 1d10 damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Amorphous Pixie\nLevel: 1\nSchool: Illusion\nClasses: Artificer, Bard, Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A handful of any glowing or colored dust\nDescription: You fling a cloud of glowing pixie dust at a target in range. Make a ranged spell attack, covering the target in glowing pixie dust on a hit, granting it disadvantage on Stealth checks and rendering it unable to benefit from being invisible. In addition, the target must make a Dexterity saving throw, becoming blinded on a failed save until the end of your next turn.\nAt higher levels The number of creatures you can target increases as you level, 5th level (2 creatures), 11th level (3 creatures), 17th level (4creatures)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Amplify\nLevel: 1\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Action\nRange: 120 Feet (20-Foot Sphere)\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: For the duration, you cause an amplification of all sounds within or pass through a 20-foot-radius sphere centered on a point or a creature you choose within range. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume. Any creature inside the sphere has advantage on Wisdom (Perception) checks based on hearing and are vulnerable to thunder damage. An unwilling creature can make a Constitution saving throw to negate the spell.\nAmplify counters and dispels the silence spell, and is also countered and dispelled by it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Amplify Emotions\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Ft.\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a beholder's eye\nDescription: Choose a creature you can see within range which isn't undead or a construct. The target must succeed on a Wisdom saving throw or have its unconscious emotions brought to bear against the higher functions of its mind. Creatures that can't be charmed are immune to this effect, and a creature with an Intelligence score of 3 or less is unaffected as it has no ego to override. The GM chooses one of the effects below based on the target's personality, or uses the one corresponding to its alignment. The effect lasts for the duration; if the target is affected by calm emotions or uses an action to still its mind by making another Wisdom saving throw successfully, the spell ends for it.\nImperious. The target is unable to target unarmed, incapacitated, prone, or restrained creatures with attacks or harmful spells.\nDocile. The target cannot take the attack action.\nWillful. At the start of each of its turns, the target must use all its movement to move as far as possible from its allies, and is unable to take or benefit from the help action.\nDogmatic. At the start of each of its turns, the target makes a melee attack against a random creature of a different alignment, or uses its movement to move towards such a creature if none is within range.\nSupine. The target cannot begin raging or benefit from any form of inspiration, and it makes Charisma checks and saving throws with disadvantage.\nLunatic. The target behaves as though under the effects of confusion.\nMalign. The target is unable to take the disengage or hide actions, and is unable to willingly move away from hostile creatures.\nCraven. If the target is hit with an attack, it becomes frightened of the attacker until the start of the target's next turn.\nWroth. The target is unable to cast spells or maintain concentration, and it has disadvantage on ranged attack rolls.\n\nEffects by Alignment\n\n\n\nLawful\nNeutral\nChaotic\n\n\nGood\nImperious\nDocile\nWillful\n\n\nNeutral\nDogmatic\nSupine\nLunatic\n\n\nEvil\nMalign\nCraven\nWroth\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Additionally, when you cast this spell using a spell slot of 6th level or higher, the duration is up to 1 hour.\n\n---\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Bard\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Sorcerer\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Warlock\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Wizar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Amusement\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You attempt to make a humanoid that you can see within range become fixated on and irrepressibly amused by a creature or object of your choice. The target must succeed on a Wisdom saving throw or begin laughing uncontrollably, becoming incapacitated for the duration.\nIf the target takes damage or starts its turn in a location where it doesn\u2019t have line of sight to the creature or object it is fixated on, the target can make a Wisdom saving throw. On a successful save, the spell ends for that creature.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Analyze\nLevel: 1\nSchool: Divination\nClasses: Artificer, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Sight\nDuration: Instantaneous\nComponents: S\nDescription: Analyze is best used when the party is dealing with unknowns. It can be cast on anything that you can see, when cast you can detect both mechanical and arcane properties of an object (Unless another spell prevents this). Analyze can also be used on opponents, to detect weak points, weaknesses, and even past injuries that could be used for the party's advantage. The downsides are that the spell cannot be used to learn what something is just to determine its properties, and in combat, you have to make a spell check higher than the opponent's AC, your intelligence modifier is added to this spell check."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Analyze Creature\nLevel: 3\nSchool: Divination\nClasses: Artificer, Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: An electronic device at least as powerful as a smartphone or computer\nDescription: Design Note: This spell is designed as Technomancy, and meant to be used with a fairly outdated Unearthed Arcana called Modern Magic. As a result, it is designed to be used exclusively in modern or futuristic settings only.\nWhen you cast this spell, you use your electronic device to magically search through the internet at a much higher speed than a humanoid could to find information on a creature you can see. When you do so, you learn whether the creature's CR (Or level, if it doesn't have a challenge rating) is higher than, equal to, or lower than your level. This spell fails to find any deeper information than that, and fails to find information on any specific creature, such as a specific humanoid, that never uses the internet and has never been documented in any depth on the internet.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you also learn if the creature's CR (or level) is within 5 CR of your level or not. When you cast this spell using a spell slot of 7th level or higher, you learn the creature's CR instead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ancient Death Rancor\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A blue or white gemstone worth at least 5gp\nDescription: Three skulls made of ghostflame scour out in vengeance against up to three targets of the caster\u2019s choosing, impacting with the icy cold bite of death. Each skull deals 1d4 cold damage and 1d4 necrotic damage. Is the superior form of rancorcall, however, it suffers in range from the increased amount of skulls conjured.\nAt Higher Levels. When you cast this spell with a 5th-level spell slot, the cold damage and the necrotic damage each skull deals increases by 1d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ancient Path\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You wave your hand across the footprints behind you as you encourage the time around them to speed up leading to complete cover of the footprints. Once this spell is cast you and everyone within 30 feet of you cannot leave footprints or any other scent, it is impossible to track you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ancient Tether\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 Hours\nComponents: S\nDescription: Closing your eyes you feel the astral ley lines flowing all around you. Opening your eyes your reach forward and touch an object or a creature and attach a ley line to the object. While this spell is active, you can always find your way back to mark by following the astral ley lines flowing from it to you.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 24 hours for every two slot levels above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Anesthesia\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: When you cast this spell at a creature, they fall under the effect of an extremely powerful anesthetic, completely blocking their sense of pain. If a creature affected by this spell falls below 0 hit points, they don't fall unconscious. They can keep going as normal, with a special pool of hit points equal to your spell ability modifier x 5. After these hit points end, the spell ends and the creature falls unconscious. If the target is stabilized after falling they take 1 level of exhaustion.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher the hit point pool the target gains, increases by 5 for each spell level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Angel Beat\nLevel: 2\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Self (60 Feet)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You begin singing a melodious tune with a voice gifted by the gods and fill your whole team with health and the vigor to fight longer and harder. During the turn this was cast and whenever an ally starts their turn within range and can hear you, you may roll one of your Bardic Inspiration Die to heal that ally for the amount equal to your roll. (This does not require you to have any Bardic Inspiration Die stored and will not expend a Bardic Inspiration Die to use.)\nAt Higher Levels. Add one Bardic Inspiration Die for each level higher than 2nd. At 4th level, add +1 AC to all allies within range and double allies movement speed who start their turn within range of this spell. At 7th level, give all allies who attack while they are within range advantage on all their attack rolls for this turn. At 8th level, increase the critical hit range of all allies within range by 1."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Angel's Arrow\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Day\nComponents: V, M\nMaterial cost: a bow or crossbow\nDescription: You create a radiant bolt of pure light, usable as ammunition for any sort of bow or crossbow. When used as ammunition, these bolts deal radiant damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animal Madness\nLevel: 7\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a caterpillar coccoon\nDescription: Each other unwilling creature within range must make a Wisdom saving throw or be transformed into a creature of the caster's choosing, as though they were under the effects of polymorph"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animal Resurrection\nLevel: 3\nSchool: Necromancy\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamonds worth at least 300 gp, which the spell consumes\nDescription: You touch a beast that has died within the last 24 hours, and that creature returns to life with 1 hit point. This spell can't return to life a beast that has died of old age, cannot restore missing body parts, and has no effect on a creature other than a beast with a Challenge Rating (or level) of 2 or lower.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the Challenge Rating of the beast this can affect by 2 for each spell slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Dead Legion\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood, a piece of flesh, and a pinch of bone dust\nDescription: This spell creates an army of undead servants, animating all piles of bones and corpses within range. Your spell imbues your targets with a foul mimicry of life and a singular purpose, raising it as a mob of undead creatures. Your targets become a mob of skeletons if the area has more bones than corpses, or they become a mob of zombies if the area has more corpses.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Energy\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood,a pinch of bonedust,and a glass bottle ,which breaks to reveal the ball of necromantic energy\nDescription: This spell creates an undead servant,choose a point,within 30 feet,at that point you concentrate necromantic energy and create a tiny ball of necromantic energy.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures made with this spell, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures and keeps attacking a creature that it is attached on to. Once given an order, the creature continues to follow it until its task is complete.\nYou can animate up to 2 creatures using this spell,when you try to animate a third one,one of the ones you have disappears.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher ,you can animate one more tiny ball of necromantic energy per spell slot above the first,and the number of tiny balls of necromantic energy you can control increases by 1,for every spell slot you cast this spell with,but it cannot increase over 4,for example,casting this spell with a level 2 spell slot,having 2 creatures,would only animate one more,and casting it with a level 4 spell slot,having no creatures,would animate four creatures."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Plants\nLevel: 7\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 8 Hours\nComponents: V\nDescription: You imbue plants with mobility and a semblance of life. Choose up to eight nonmagical plants within range; Large plants count as two targets, and Huge plants count as four. You can't animate any plant larger than Huge, or target plant creatures. Each target plant animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points, after which it reverts to its original plant form. A creature animated this way gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the animated plant, such as the statistics for the awakened shrub or the awakened tree.\nThe animated plants are friendly to you and your companions. In combat, the group of animated plants shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can mentally command any creature you animated with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. Once given an order, the creature continues to follow it until its task is complete. If you issue no commands, the creature takes the Dodge action and uses its move to avoid danger.\nAt Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can animate two additional plants for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Rope\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Ft\nDuration: 1 Round\nComponents: V, S\nDescription: You animate an inanimate rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 feet or a maximum of 10 lbs.\nYou may give your rope simple movement and shaping instructions, such as: \"Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself.\"\nThe rope itself does not deal damage but can be used as a trip line, or noose-like object.\nIf the rope is used to restrain a creature, you may attempt a special grapple.\nMake a spell attack contested by the target\u2019s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's duration increases by 1 round for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Shadow\nLevel: 1\nSchool: Necromancy\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Piece of coal, Candle\nDescription: You bring to life the shadow of a creature you can see within range. The target must make a Wisdom saving throw: On a failed save, their shadow animates into a malevolent attacker. For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Wisdom saving throw to dispel the shadow and end the effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Skeleton\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of bone dust\nDescription: Create a skeletal undead servant. Choose a pile of bones of a Medium or Small humanoid within range. Your spell imbues it with life, raising it as an undead creature. The target becomes a skeleton (the GM has the creature's game statistics).\nOn each of your turns, you can use a bonus action to mentally command one creature you made with this spell if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete or until you give it a different command.\nIf you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control.\nIf you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Undead Worker\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: Self, 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: This spell counts as Animate Dead in the terms of class features and other spells.\nChoose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.\nYou can use your bonus action to command any undead created by this spell as if they were created by Animate Dead.\nAny undead created by this spell will remain under your control for his life, but it can't fight or harm any living creature by any means, instead it becomes proficient in Strength, Dexterity or Constitution saving throws revolving manual work.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate three additional undead creatures for each slot level above 4th. Each of the creatures must come from a different corpse or pile of bones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Annihilation\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You tear a hole in the very fabric of space and time. This spell is a conversion of the one in \"Return to the Temple of Elemental Evil\".\nUsing an incredible blast of force, you tear a temporary hole in the fabric of reality. This hole takes on the form of a sphere of annihilation. You control the sphere as if you possessed a talisman of the sphere. At the end of the duration, the hole seals itself and the sphere disappears, leaving a path of destruction in its wake"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Anointment\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 30 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Holy water\nDescription: You call upon a higher level of divine power.\nAs an action you are able to empower the uplifting forces of the bless spell. While bless is active, the boosting die is upgraded from 1d4 to 1d6.\nAt Higher Levels.\nWhen you cast this spell using a spell slot of 4th level or higher, the bonus increases by 1 die size for every two spell levels above 2nd. (d6->d8->d10->d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Anpumose's Amazing Arid Assault\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Self (120 Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A pouch of sand\nDescription: A blast of sand emerges to form a cone of death. Each creature in a 120-foot cone must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save and must make a second Constitution saving throw, gaining a level of exhaustion on a second failed saved, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Anti-Fireball\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: 200 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny ball of mud or clay\nDescription: A dark streak flashes from your pointing finger to a point you choose within range then blossoms with a soft hum into an implosion of mist. Each creature in a 20-foot radius gain temporary shield to fire damage equal to 10d6 fire damage until the start of your next turn. The mist spreads around corners. It douses flames in the area and prevents igniting of flammable objects in the area until the start of your next turn. Anti-Fireball cannot be targeted by Counterspell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage shield increases by 2d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antimagic Blast\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A pinch of powdered iron or iron filings\nDescription: You fire a bolt of antimagic at an enemy. Make a ranged spell attack against a creature within range. On a hit, that creature must make a saving throw of their spellcasting ability score, taking 3d10 psychic damage on a failed save, or half as much on a successful save (If they have multiple spellcasting ability scores they may choose one, if they have no spellcasting ability scores they automatically succeed their saving throw). Additionally, if they fail their saving throw they become unable to cast spells of 6th level or lower for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 7th or higher it deals 1d10 more damage for each slot level above 6th, and the creature can't cast spells of this spell's level or less"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antimagic Blast, Variant\nLevel: 6\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cube)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a mithral coin\nDescription: A blast of disruptive magic fires outward from you. All spells of 5th level or lower affecting each creature or object within a 30-foot cube originating from you end. For each spell of 6th level or higher, roll a d20 + the spell's level. If the result is less than your spell save DC, that spell ends. Any creature or object in the blast capable of casting spells or producing magical effects is rendered unable to do so until the end of your next turn, unless that object is an artifact or that creature is a deity.\nIf a creature concentrating on a spell is caught in the area, it must make a Constitution saving throw against your spell save DC to maintain concentration on the spell. If the creature fails the saving throw, they take 1d10 psychic damage per level of the spell they were concentrating on (minimum 1 damage for a cantrip) and and lose concentration on the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the antimagic blast automatically ends the effects of spells on targets in the area if those spell's levels are equal to or less than one less than the level of the spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antimodes Greater Fireball\nLevel: 6\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action.\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small piece of sulfur and a shard of ice\nDescription: A shot of energy erupts from your finger to a point within range, exploding into a blazing purple ball infused with both freezing cold and sweltering heat. Each creature in a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 5d6 cold damage and 5d6 fire damage, and their movement speed is reduced by 10 for 1 minute. They may make a Constitution saving throw at the start of each of their turns, ending the effect on a success. On a successful save, they take half as much damage, and their movement speed is not reduced.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the cold and fire damage increase by 1d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Apocalypse from the Sky\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: Special (See Text)\nRange: Special (See Text)\nDuration: Instantaneous\nComponents: V, S\nDescription: One of the evilest and most destructive spells a creature could cast.\nCalling on the darkest forces in all existence, this spell rains death and ruin from the sky. It is known to level forests and wipe out cities. Not even the caster is safe.\nAll creatures and objects in the area are dealt 20d12 necrotic damage, which ignores all resistances and immunities. The caster is also subject to the damage.\nThis spell requires at least one minute's casting to have any effect at all. If used after one minute of casting (or the caster is interrupted), it has an area of 1 mile. Each additional minute above this (up to 10 minutes total) increases this by another mile. Thus, after 1 minute, the radius would be 1 mile, after 2 minutes, 2 miles, etc.\nWhile this spell is being cast, a large, dark beacon forms directly above the caster, marking the sky with black clouds which crackle with purple lightning. This is visible to a distance of 20 miles from the caster.\n--this was edited because it seemed very underpowered in my opinion for what it is said to do. If, by level 20, this was cast, almost no PC would be killed by this, as the max damage it would have been able to do was 120. The damage I put in will do more, but not instakill. if the PC was damaged beforehand it would almost certainly kill them, hence the more disastrous threat."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Apocryphic Zone\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: ashes\nDescription: Choose a target with a soul. It makes a wisdom saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 3d8 temporary hit points and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends.\nWhile souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them.\nApocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world. While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used instantly. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will.\n\nAt the start of each turn, those inside Apocrypha other than the caster suffer 2d8 necrotic damage.\n\nAt Higher Levels. When you cast this spell using a spell slot higher than 6th, you can choose another target and deal an extra 2d8 necrotic damage per turn for each level higher than 6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Apogee\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You prepare a wellspring of energy to empower your next spell. As part of the same action, you can cast a spell with a cast time of 1 action that has any number of dice rolls that are required as part of the spell, such as a damage roll. The spell does not require you to expend a spell slot and can be cast at any spell slot level of 8th level or lower, though you must still provide any other components to the spell.\nWhen the spell is cast, all dice rolls made as part of that spell that are used to determine a value such as damage dealt or hit points restored automatically take effect for the maximum amount. For example, if a spell specifies to deals 2d6 damage, it instead deals 12 damage. This effect persists for the full duration of the spell that is cast, and applies to all damage rolls made for its duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Apotheosis\nLevel: 6\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You endow someone with arcane might and prowess. Until the spell ends, they gain the following benefits:\nThe target gains advantage on Charisma (Intimidation) checks.\nThe target's flying speed increases by 40 feet.\nThe target gains a +4 bonus to AC and Saving Throws.\nWhen they take an action, they can instead choose to use their bonus action.\nAt Higher Levels When you cast this spell using a spell slot of 9th level, the bonus to AC and saving throws increases to +6 and the flying speed increases by an additional 20 feet.\nImmediately after this spell ends, the target must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aqua Axe\nLevel: 3\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 3 Minutes\nComponents: S, M\nMaterial cost: one ounce of water, which the spell consumes\nDescription: Your hand (or another appendage) is engulfed in water held in place by a magical field in the shape of an axehead. When this spell is in effect your unarmed strikes deal 1d8 slashing damage. This water is nonmagical and is affected by extreme heat, spells or magical effects that destroy water.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the axehead becomes larger. For each spell slot level above 3 add +1 to the slashing damage. When you cast this spell using a spell slot of 7 or higher, the water is replaced with lava and deals an extra 1d6 fire damag"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aqua Push\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You move a packet water from a water source within range and hurl it to splash into a creature within range. For the purpose of this spell, a water source is a continguous body of water comprised of at least 5 cubic feet.\nOne creature you designate within 60 feet of the water source must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, roll 1d4 to determine what effect affects the target:\n1. Nothing.\n2. The target's movement speed is decreased by 10 until the end of your next turn.\n3. The target is pushed 10 feet away from the water source.\n4. The target is knocked prone.\nThis 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: Arachnid Transformation\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: the shed skin of a spider\nDescription: With a guttural hiss, you take on the features of arachnids. You gain the following benefits until the spell ends:\nTremorsense. You gain tremorsense out to 20ft.\nSpider Climb. You have a climbing speed equal to your walking speed, which increases by 10ft. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\nSpider Bite. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can deliver a deadly bite. This attack uses your choice of Strength or Dexterity for hit and damage rolls, and deals 1d8 piercing damage plus 1d8 poison damage on a hit. Additionally, a creature hit by this attack must make a Constitution saving throw against your spell save DC or become poisoned until the end of their next turn. While poisoned this way, a creature is incapacitated.\nWeb Sling. You can cast Web without expending a spell slot, a number of times equal to half the level of the spell slot used to cast this spell. In addition, you are unaffected by the webs you create."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arc\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: the ground, a grounded object, or a body of mass no smaller than 100 feet on a side\nDescription: You draw an arc of lightning between the material component and the tips of your fingers, then sweep it out towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. If you roll a 5 or higher on one or more of the damage dice, the lightning leaps to a second creature you can see within 20 feet of the original, and you can make a second ranged spell attack against the new target. If you roll a 6 on one or more of the damage dice for the second strike, the lightning leaps again towards a third creature you can see within 10 feet of the second, and you can make a third ranged spell attack against that target. The arc cannot target a creature more than once or target more than three creatures.\nEven when using a spellcasting focus to replace this spell's material component, you must always use a free hand to perform the somatic component. You do not have to wield your spellcasting focus for this purpose; you can draw the arc from a staff slung across your back or a crystal in your pocket.\nThis spell\u2019s 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: Arc Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A crackling blue bolt of arcing electricity fires out from your palm towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage immediately and the residual energy detonates in a static shockwave at the start of the target's next turn, forcing each creature in a 10-foot-radius sphere centered on the target to make a Dexterity saving throw successfully or take 1d8 lightning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and secondary) increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arc Bolt Grenade\nLevel: 3\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Cube)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast\nDescription: You throw a grenade that creates a 10 ft cube. Each target in a 10ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning 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 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arc Bolt Grenade, Variant\nLevel: 1\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Ft (10Ft Cube)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast\nDescription: You throw a grenade that creates 10ft cube. Each target in the 10ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 1d6 lightning 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 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcana Rune\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You channel the magic of the weave and a rune depicting the school of enchantment appears on your body. You gain the following benefits for the duration:\nYou have advantage on saving throws made against magic.\nThe first weapon attack you make each turn deals 2d6 additional force damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Arrow\nLevel: 1\nSchool: Transmutation\nClasses: Warmage Spells, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a ranged weapon\nDescription: You imbue your ranged weapon with arcane energy, causing it to crackle at the seams with power. The next time you successfully hit a ranged weapon attack with it before the spell's duration ends, the projectile explodes violently. Every creature within 5 feet of the target, including the target itself, must make a Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much on a successful one.\nAt Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Attraction\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Arcane energies lash out to drag a Medium or smaller target that you can see within range closer to you. The target is pulled to the closest unoccupied space adjacent to you. If you target a Small or smaller object, you can catch it. If you target a creature, it can make a Strength saving throw to resist this effect. If there is not an open space beside you, the target bumps into whatever blocks its path, and takes 1d4 bludgeoning damage if it would otherwise not take damage from touching that obstacle. If the target is a creature that is adjacent to you and it fails its save, it takes the damage instead of getting pulled.\nThis spell's range and its damage against creatures increase by 5 feet and 1d4 when you reach 5th level (15 feet, 2d4), 11th level (20 feet, 3d4), and 17th level (25 feet, 4d4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Blade\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Action\nComponents: V, S, M\nMaterial cost: a melee weapon\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. You can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attack you make with this spell. On a hit, the target suffers the weapon attack\u2019s normal effects plus an extra 1d4 force damage. The additional damage persists for any subsequent attacks made this round. Attacks made with this spell are affected by Features such as Extra Attack.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the extra damage the target takes increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Blast\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S\nDescription: The caster gathers arcane energy in their hand and then releases it in a strong blast in front of them. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 force damage and be pushed 10 feet away from you.\nAt Higher Levels. This spell\u2019s damage increases by 1d6 when you reach 5th level (2d6) and 11th level (3d6). At 17th level, the target is also knocked prone on a failed save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Bolt\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch a bolt of magical energy that follows its target before exploding on them. Choose a creature within range. It takes 1d4 force damage.\nThis 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: Arcane Crush\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You begin to crush one target you are already holding in place. Choose one creature that you are currently keeping paralyzed, such as through the hold person spell. They take 3d6 bludgeoning damage, and have disadvantage on their next saving throw against whatever effect is keeping them paralyzed.\nAt Higher Levels. When cast at 2nd level or higher, increase the damage by 1d6 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Deflection\nLevel: 0\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Ranged Spell Attack Targets A Creature You Can See Within Range\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: With a wave of your hand, you create a barrier of arcane energy. You impose disadvantage on the triggering attack."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Explosion\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny ball of hawk guano and magnesium\nDescription: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. On a successful save, the target takes half as much damage and isn\u2019t pushed.\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell\u2019s effect, and the spell emits a thunderous boom audible out to 300 feet away from you by the spell\u2019s effect.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Grenade\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a miniature facsimile of a pineapple cast from iron\nDescription: You conjure an orb of unstable arcane energy in your hand hand and lob, roll, or skip it to a point on the ground within range. The orb detonates at its destination with a loud boom which can be heard up to 300 feet away. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much on a successful one. Prone creatures make this save with advantage.\nA creature within 5 feet of the orb may use its reaction to voluntarily dive on top of the grenade. Such a creature automatically fails its save and takes double damage from the spell, but negates the spell's effect on all other creatures within the spell's range.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Juggernaut\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You are able to grant yourself resistance to one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder damage.\nAs a reaction to taking damage of the chosen type from a creature within 120 ft of you, you can choose to end this spell and reflect the damage back at them. Reduce the damage taken from this effect by 5d6, after resistance. If it would reduce the damage taken to 0, make a ranged spell attack against the target. On a hit, they take the damage they would have dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose 1 additional damage type, and roll an additional 1d6 when reducing damage, for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Mark\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S\nDescription: Choose one creature or object. You establish a permanent link with the subject in your mind, and leave your sigil or mark upon it. At your option, the mark may be invisible, but any creature that can cast spells can always see the mark. Note that an unwilling creature cannot have this mark placed upon it.\nYou can at any time spend an action to determine the direction and general distance of the subject, as well its physical condition. More information can be learned, depending upon the nature of the subject. If the subject is a coin, you know whose possession it's in. If a door, you know the last person to have touched it. If a living creature, you learn its current mental state (angry, frightened, happy, asleep, etc). More information may be available at the DM's discretion.\nYou can mark a maximum number of subjects equal to 3 + your spellcaster ability modifier. You can as an action dismiss any mark you have placed regardless of distance"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Runes\nLevel: 1\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: Create up to three magical, invisible runes on one or more creatures within range to make them easier for you to detect and strike. The target creatures are not aware the runes are placed on them, and the runes appear visible only to you. Anyone casting detect magic will see the runes clearly, and casting dispel magic on any of the affected targets will dispel this effect on all targets.\nWhile a target bears this rune, you can detect its location anywhere within a range of up to 500 feet, to an accuracy of 5 feet. In of itself, this is not accurate enough to negate the effect invisibility has on attack rolls.\nWhenever you cast a spell that requires you to make an attack roll against a target with one of these runes, you can destroy one rune to gain advantage on your attack roll.\nIf you cast magic missile targeting a creature with one of these runes, you can destroy one rune to gain a +4 bonus on the damage roll of one dart. You can destroy any number of runes to affect the same number of darts.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level. You can place one additional rune, it then scales up to two additional at 3rd level, three additional a 4th level and four additional at 5th level. You can not cast it higher than 5th level.\nAlso see spell Flash step (5e Spell), Runic Blink (5e Spell) & Arcane Bolt (5e Spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Shield\nLevel: 3\nSchool: Abjuration\nClasses: Bard, Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A silver hand mirror worth at least 50 GP, or a bundle of ritualistic herbs worth at least 50 GP\nDescription: You touch a willing creature and grant them resistance to damage from spells for the duration of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level the duration increases to 10 minutes. When you cast this spell using a spell slot of 5th level, the duration increases to 1 hour. When you cast this spell using a spell slot of 7th or higher, the duration increases to 8 hours and does not require concentration"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Shroud\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A veil of arcane magic covers your body, giving you resistance to nonmagical slashing, bludgeoning, and piercing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Sight\nLevel: 3\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. These magical auras surround magic items and other sources or conduits of magic such as other spellcasters.\nYou know the location and power of all magical auras within your range of this spell. An aura's power depends on a spell's level or the effect that the magic item produces (the rarer the item, the stronger the aura produced). If an item or creature bearing an aura is within 120 feet of you, you know the school of magic involved in each object and the maximum spell slot level the item or creature can produce.\nIf you focus on an object, you can determine what that object can do as per the identify spell. If you focus on a creature, you can determine if that creature has a spellcasting feature such as a lich or other magical abilities such as a quasit's ability to turn invisible. To do so, you must succeed on an Intelligence (Arcana) skill check with a DC of 10 + the following depending on the object's rarity: +2 for a common item, +4 for an uncommon item, +6 for a rare item, +8 for a very rare item, +10 for a legendary item and +15 for artifacts. For a creature, the DC is equal to 10 + the creature's highest level spell slot or the creature's CR; whichever is higher. Any creature with a CR of less than 1 is treated as having a CR of 0 when determining the DC of the Arcana skill check.\nArcane sight can be made permanent with a permanency spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Smite\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Attack Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Upon successfully scoring a hit with a melee weapon, you can immediately cast this spell to enhance the damage of the attack, dealing an additional 2d8 damage. The damage type is either elemental (acid, fire, cold, lightning, or thunder), or is a simple enhancement of weapon damage. If you have multiple attacks from features such as extra attack, they also gain the enhanced damage provided, at the cost of another spellslot.\n\nAt Higher Levels. When you cast this spell from a slot of second level or higher, you increase the bonus damage by 1d8 for every spell slot above 1s"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Sneak Attack\nLevel: 0\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Round\nComponents: S\nDescription: Charge a weapon with mischievous energy to make Sneak Attacks more deadly.\nYou touch a weapon within range and infuse it with mischievous energy to better exploit a foe\u2019s open defenses. The next time that weapon is used to make an attack it deals an additional 1d4 force damage on a successful hit. If that attack would be considered a Sneak Attack (see Player's Handbook: Rogue for details) it adds 1d6 instead.\nThe effect is lost at the end of your next turn or after an attack with the weapon is made, regardless of if the attack was successful or not"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Sphere\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warmage, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bit of arcane dust, a pinch of magnet, and a dusting of powdered of magnesium\nDescription: You conjure a movable sphere of pure arcane energy.\nA 5-foot-diameter sphere of pure magical energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 force damage on a failed save, or\nhalf as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you move the sphere into a creature, that creature must make the saving throw against the sphere\u2019s damage, and the sphere stops moving this turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Storage\nLevel: 4\nSchool: Transmutation\nClasses: Wizard\nCasting time: 5 Minutes\nRange: Self\nDuration: 1 Week\nComponents: V, S, M\nMaterial cost: a gem worth at least 100 gp\nDescription: You store a spell for later use, also allowing other creatures to cast it. Casting this spell allows the user to choose any other spell they have prepared of first level. The spell is stored within a small gem. Any creature who possesses the gem can cast the spell. The spell\u2019s spellcasting ability and save DC, if any, are the same as the initial caster\u2019s.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the level of spell stored increases by one per level and the minimum gem value increases by the following formula: 100 gp multiplied by the spell's level squared"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Strength\nLevel: 1\nSchool: Transmutation\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Any rock dust\nDescription: Until the spell ends you gain the following benefits:\nYou can use your Spellcasting modifier in place of your Strength modifier when making attacks that use Strength, Strength checks, and Strength saving throws.\nYou determine the distance you can jump and the weight you can carry using your spellcasting modifier in place of your Strength modifier and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\nWhen the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Strike\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon\nDescription: You brandish the weapon used in the spell's casting and use it to make a magical strike. Make a melee spell attack against a single target. On a hit, the target takes 1d12 force damage.\nThe spell\u2019s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Tether\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 8 Hours\nComponents: S, M\nMaterial cost: A small string\nDescription: You conjure a rope connecting two points. Choose two objects or creatures within range (You can chose to target yourself). If the targets are within 60 feet of each other, a magical tether links them together. An unwilling target can make a dexterity saving throw, ending the effect on a success. When tethered, the targets cannot be moved beyond 60 feet of each other, as a magical rope holds them back. This rope also breaks falls, can be swung on, and be used to pull either target. When you cast the spell, and as a bonus action on each of your turns, you can choose to expand the rope up to 60 feet, or contract it up to 10 feet. A creature can use its action to break the rope by making a strength check, contested by your spell save DC. On a success, the tether is broken and the spell ends. You can end the spell early as a bonus action.\nYou can have up to two tethers created by this spell at a time. If you cast this spell a third time, you must dismiss another tether you have created.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the maximum rope length by 10 feet for each level used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Warp\nLevel: 0\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You distort space, moving a willing target in range anywhere else within range.\nThis spells range increases by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arctic Tempest\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A blown glass orb filled with oil and chips of porcelain\nDescription: You summon the great power of the arctic storms, freezing\nand burying your enemies. Cold, grey clouds gather around a\npoint you can see, spreading out to radius of 300 feet.\nHowling cold, biting winds and freezing gales pound\neverything in the radius. Each round you concentrate on the\nstorm it intensifies until it ends. The effects of the storm are\ncumulative, so that each round a creature in the storm suffers\nall effects from the previous rounds as well. If a creature starts\nits turn in the spell's area and is concentrating on a spell, the\ncreature must make a successful Concentration check against\nyour spell save DC or lose concentration.\nRound 1 Blasts of howling cold fill the area, chilling creatures\nto the bone and hampering movement. Creatures entering the\nspells area for the first time, or starting their turn in the spells\narea and not inside an appropriate shelter must make a\nConstitution saving throw. If it fails, the creature takes\n3d6 cold damage, and that creature becomes impeded by the\nwind and its speed is reduced to half. A creature must make a new saving throw at the start of their turn if they succeeded the previous one, and will only be fully safe outside of the spell's radius.\nRound 2 Darkness descends as the clouds cover the sky and\nthe intense precipitation begins to fall. The entire area of the\nspell becomes dark, and walking is even more difficult, since the storm is intensifying everyone in the storm's area walks 5 feet less. In addition to the conditions above, if the\ncreature fails its Constitution saving throw for starting or entering the\nspells area for the first time, or has already failed, they become\ndeafened until they leave the spell's area, due to the winds getting stronger. Talking right next to someone's ear, may or may not be heard, and it is up to the DM how to rule this situation.\nRound 3-7 Snow begins to fall at a tremendous rate, covering\neverything in a thick, wet blanket. 1 inch of snow accumulates per\nround. In addition to the effects above, if a creature fails the\nsaving throw, or has already failed, they become paralyzed, covered in a layer of ice.\nThey can use their action to try to force their way through their freezing body, by succeeding on a Strength saving throw, and freeing themselves from being paralyzed.\nRounds 8-10 A layer of freezing precipitation falls, encrusting\neverything in ice. Movement is hampered such that no one can move within the area, nonmagical fires are extinguished, fire damage is halved, and cold damage is doubled.\nA creature killed by this spell becomes a frozen statue until it thaws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Argent Blessing\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 1 Hour\nComponents: V, S\nDescription: You touch a non-magical weapon. For up to 1 hour, this weapon will have all the properties of a silver weapon with regard to damage resistances and immunities of enemies. This spell can be cancelled by the caster at any time on their turn with no action required."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Flesh\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You touch an undead creature at least one size category larger than you and merge into its body for the duration. An unwilling creature that succeeds on a Wisdom saving throw is unaffected and can't be targeted again by you for 24 hours. While merged, you assume the game statistics of the target, including its Hit Dice and current hit points, but use your own class features and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the target. You can't use any of the legendary actions or lair actions of the target.\nThe spell ends if you drop to 0 hit points while merged. When the spell ends, you return to the number of hit points you had before you merged, and you choose to either exit the target and appear in a space within 5 feet or to remain within the target's corpse. While within the target's corpse, you have total cover and are restrained, and can exit as a bonus action.\nAt Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Othrys\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a single flaming torch\nDescription: The creature you touch glows with an aura that resembles moving spectral magma, creating an ablative shield. The target gains temporary hit points equal to 4 + your spellcasting ability modifier. In addition, if the target is hit with a melee attack whilst it has temporary hit points granted by this spell, the attacker takes 1d6 fire damage if it is within 5 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Prometheus\nLevel: 1\nSchool: Abjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a source of fire\nDescription: A protective magical force surrounds you, manifesting as a spectral flame that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while these temporary hit points remain, the creature takes 5 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the fire damage increase by 5 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Thorns\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a rose's thorn\nDescription: You touch a willing creature and cause thorny vines to grow over its body. For the duration, whenever a creature within 5 feet hit you with a melee attack, you can use your reaction to force that creature to succeed on a Dexterity saving throw or take piercing damage equal to your spellcasting ability modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Army of the Dead\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (40 Foot Radius)\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: a piece of flesh, a drop of blood and a little dirt from a grave\nDescription: You raise all corpses within 40 feet of you into ghouls. If there are no corpses around or not enough for the spell the remaining ghouls rise up from the ground around you if possible. You may raise a number of ghouls equal to your proficiency bonus + Spell casting modifier. These ghouls will perform any command you give to the best of their ability, even sacrificing themselves, until you give them another command. In combat, the ghouls always act during your turn, either before or after your actions as you choose, When either the spell effect ends or they die they will fall apart and turn into dust.\nYou can only use this spell once per Short or long rest."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arrow of Force\nLevel: 2\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A small glass bottle filled with a puff of air\nDescription: After casting this spell, and after touching one arrow of your choice, the arrow is enchanted with forceful wind\nWhen fired, the arrow does an extra 1d4 force damage and moves the target 5 feet back. The target must roll a Strength saving throw after being hit. If failed, the target is also knocked prone. The arrows enchantment wears off once touching or piercing a solid surface, or until the duration ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add an extra 1d4 force damage and knock the target back an extra 5 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arthur's Infinite Inferno\nLevel: 9\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tear from the caster, a tear from the caster's loved one, ruby and topaz studded golden amulet worth at least 8,000 gold pieces, a pit fiend's horn, all of which the spell consumes\nDescription: The caster of the spell holds a container carrying their own tear in one hand and another carrying their loved one's tear in the other as they speak an ancient chant lost to the ages. When the chant is over, the caster's soul is destroyed, preventing them from being resurrected via any means other than a Wish Spell, and nuking everything in a 100 feet radius in the process.\nCreatures within a 5 to 10 feet radius must make a Constitution save, taking 9d12 fire damage and 9d12 force damage on a failed save, or half as much on a success. Creatures within a 10 to 30 feet radius must make a Constitution save, taking 7d10 fire damage and 7d10 force damage on a failed save, or half as much on a success. Creatures within a 30 to 100-foot radius must instead make a Dexterity save, taking 5d8 fire damage and 5d8 force damage, or half as much on a success. Additionally, creatures that fail their saves against this spell catch on fire, suffering 1d10 fire damage at the start of each turn until they use an action to put out the fire and creatures who are reduced to 0 hit points by this spell are turned to ash.\n\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Sorcerer\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Warlock\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Wizar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Artisan's Blessing\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Cleric\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: 14gp (cost of hiring a skilled worker for a week), which is consumed by the spell\nDescription: You pray to your God to bless a creature with the knowledge of Artisan's Tools. For the duration of the spell, a creature you touch is granted proficiency in a specific set of Artisan's Tools. This tool is randomly determined by the DM, unless you have the set of Artisan's Tools with you when you cast the spell, in which case you may choose.\nThis spell cannot be used to grant expertise in a tool."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ascertain Inventory\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A piece of paper or parchment, a quill of owl-feather, and a glass lens\nDescription: You momentarily project a 30-foot cone in one direction, in which you target each non-magical container (such as a barrel or chest) which you are aware of. This spell is halted by 1 foot of stone, 1 inch of a common metal, a thin sheet of lead, or 3 feet of wood or dirt.\nAny nonmagical, non-living receptacle which contains separate objects (which are not integral components to said holding item) can be considered a container. This means that a barrel (which might hold a separable liquid) is considered a container, whereas a clock (which requires its component gears to function) is not.\nYou immediately become aware of the generalities of every item held within the container, as well as the quantity of each type of item therein. For example, if there are 6 potions of healing and one potion of bull's strength, you would simply ascertain that there are 7 potions in the container without determining their properties.\nIf an item in the container is magical, you can detect the presence of magic but cannot distinguish which items are magical. You also are unable to ascertain the specifics of the magical effect, though you can determine if it has a related school and which school that is. If multiple spell schools are present, you only ascertain the one with the most powerful aura.\nIf there are containers within the container you are targeting, you become aware of these sub-containers but not their contents.\nAny information discovered through this spell appears as writing on the component piece of parchment. The writing disappears after 1 minute."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ashallian's Tower\nLevel: 3\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Hour\nRange: 30 Feet\nDuration: 24 Hours Per Total Challenge Rating Of Sacrificed Creatures\nComponents: V, S, M\nMaterial cost: piece of obsidian, and a creature sacrifice\nDescription: In a bid to expand their sinister dominion, the necromancer Ashallians devised this spell. By channeling life force into an obsidian seed, a tower of dark enchantments arises from the earth.\nThe tower crafted by this spell harnesses life force to sprout an obsidian tower. Initially a two-story structure, its 15x15x10 feet floors can be arranged in diverse configurations:\nUpon casting, a tower materializes with two floors, connected by a central spiral staircase. Each level can take various forms:\nA bedroom with a bed, chairs, chest, and a magical fireplace.\nA study with desks, books, bookshelves, parchments, ink, and ink pens.\nA dining space with a table, chairs, magical fireplace, containers, and cooking utensils.\nA lounge with couches, armchairs, side tables, and footstools.\nA washroom with toilets, washtubs, a magical brazier, and sauna benches.\nAn observatory equipped with a telescope and celestial maps.\nAn unfurnished, empty room.\nA prison chamber to hold captives for future sacrifices.\nThe tower's apex always serves as a sacrificial altar.\nFor each level, the tower's influence expands tenfold. Any creature slain within this area contributes to sustaining the tower. Undead under the necromancer's control within this area require no recasting of \"animate dead\" to maintain control.\nHigher-Level Casting:**\nWhen recast with a new sacrificial creature, the spell's duration can be increased. Additionally, for every two Challenge Rating levels above 2, an extra floor can be added to the tower. Multiple sacrifices can be combined to meet a specified quota.\nTower Wall Statistics:**\n- **Wall HP:** 100 hit points times the number of floors above it (e.g., first floor walls have 200 HP, second floor walls have 100 HP).\n- **Damage Reduction:** 20 points against all types of damage.\n- **Repair:** Walls can be repaired using new sacrifices. Repairing costs 10 hit points per Challenge Rating of the sacrificed creatures."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ashkin's Spazzledazzle\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small multichromatic crystal or seashell\nDescription: A crackling and sparkling sphere appears at a point of your choice within range. This hollow sphere has a radius of 10ft, and the fire that it is composed of heavily obscures vision through the border of the sphere.\nAll creatures within 30ft of the sphere must make a Constitution saving throw against the bright light of the sphere, stunning them until the end of their next turn on a failure. Creatures that are sensitive to light have disadvantage on this saving throw. Succeeding this saving throw renders a creature immune to this spell's stunning effect for 24 hours.\nThe border of the sphere is made entirely of fire. Any creature crossing this threshhold must make a Constitution saving throw to resist the flames, taking 3d6 fire damage on a failure, and half as much on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ashlyn's Armor of Rot\nLevel: 2\nSchool: Necromancy\nClasses: Artificer, Druid, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of rotting bark\nDescription: You sap your own life force to become more powerful, augmenting yourself and the spell as you cast it. This spell is commonly used as a last hurrah for those who wish to stand in defense until the end. Its creator, Ashlyn, died buying time for her circle to escape an orc raid on their sacred forest. Her circle decided to honor her by sharing it with anyone they found, immortalizing her heroism among the local populace.\nWhen you cast this spell, choose any number of the following options, the effects of which last for the duration of the spell. Immediately after the spell ends, for each option you chose, you take 1d8 necrotic damage. This damage to you can't be reduced or prevented in any way. You can end the spell at any time (no action required).\nYou gain 15 temporary hit points.\nYou are immune to the charmed and frightened conditions, and you are immune to magical aging effects.\nYou resist nonmagical bludgeoning, piercing, and slashing damage.\nAll creatures that end their turn within 5 feet of you take 1d4 necrotic damage.\nYou have advantage on Dexterity (Stealth) checks and your walking speed increases by 10 feet.\nThis spell doesn't require you to maintain concentration.\nThis spell doesn't require verbal or material components.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose take 1d12 necrotic damage that cannot be resisted or reduced in any way as part of the casting of this spell to increase the duration by 1 minute. You take this damage before you might gain temporary hit points from another part of this spell. When you cast this spell using a spell slot of 3rd or 4th level, the d8s of damage you take are changed to d4s. When you cast this spell using a spell slot of 5th level or higher, you take no damage when this spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aspect Of the Fallen One\nLevel: 5\nSchool: Abjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You call upon the power of a fallen angel, bolstering your body with dark energy. Until the spell ends, black winds swirls across your body, and you gain the following benefits:\nA pair of black astral wings appears behind you, giving you a flying speed of 60ft.\nYou are enhanced with the vigor of a fiend. You have resistance to fire damage.\nBlack armor encases your body. Your armor class is 13 + your spellcasting ability modifier, unless your armor class is already higher"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aspect of the Hunter\nLevel: 1\nSchool: Transmutation\nClasses: Ranger, Druid\nCasting time: 1 Minute\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: an arrow, a large predator's fang and a pair of tiger's eyes agate worth 10gp each\nDescription: You become very stealthy, and alert, gaining advantage on Perception and Stealth. You do not incur penalty for your armor on your Stealth check while under the effect of this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aspect of the Reaper\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of blood\nDescription: You don a cloak of shadows that turns you incorporeal and shrouds your face with the visage of a skull, you transform into a grim reaper-like figure. Your body, along with any items you're wearing or carrying, becomes gaseous and incorporeal, enveloped by a dark or crimson mist as you hover above the ground.\nFor the duration, you gain the following benefits:\nYour form becomes incorporeal\nYou gain a flying speed equal to your movement speed and you can hover.\nWhile in this form, you can use an action to force one creature of your choice within 30 feet that can see you to make a Constitution saving throw. On a failed save that creature suffers 2d10 necrotic damage and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\n\nIncorporeal:\nYou become immune to all non-magical slashing, piercing and bludgeoning attacks and force and thunder damage.\nYou cannot physically interact with anything except through a magical item.\nYou can see into the ethereal plane up to 30 feet, and your attacks can hit creatures in the ethereal plane. You can also phase to the ethereal plane and see into the material plane and your attacks can hit creatures in the material plane.\nYou can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.\nAt Higher Levels. This spell's damage increases by 1d10 necrotic for every one level you cast it above level 3."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Asphyxiate\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You designate one creature within range and trick their body's muscular and pulmonary systems to seize up on their own, robbing them of their breathing entirely. The target must make a Constitution save or begin suffocating, and drop prone for the duration of the spell. The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Assay\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a touchstone worth at least 1 sp\nDescription: You touch a point on a solid surface and determine the mineral content of a 5-foot cube originating from that point. When you cast this spell, choose up to two kinds of metals, ores, stones, or gems; you learn whether or not the chosen minerals exist within the spell's area, as well as their approximate amount, location, and worth, if present.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn of two additional minerals for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Barrier\nLevel: 0\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Targeted By An Attack\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You call upon the power of the stars to try and blunt the damage of an incoming attack. If the triggering attack hits, reduce the damage you take by 1d6 (to a minimum of 0 damage).\nAt Higher Levels. The damage reduction increases by +1 when you reach 5th level (1d6 + 1), 11th level (1d6 + 2), and 17th level (1d6 + 3)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Cannon\nLevel: 6\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (100 Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a beam of astral energies that emanates from you in 100 foot line, 5 feet wide. All creatures in this area of effect must make a Dexterity Saving Throw. On a failure, creatures take 10d6 force damage. On a success, a creature takes half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the size of the damage die the spell uses by one for each slot level beyond 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Entity\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You close your eyes and focus on the Astral Energy around you as your form slowly starts to dissipate in blue flashes until you completely leave the material plane.\nYou turn invisible and cannot be damaged, you remain in this state until you choose to take an action to dispel it or the spell ends. You cannot attack while in this form additionally only creatures with truesight can locate your position they can still not damage you however"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Guardian\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Calling for assistance from the Astral Plane, an ethereal apparition of a Guardian Form Chronomancer materializes in front of you in a 10 foot by 10-foot area and follows you. The apparition will not attack any friendly creatures, however, any hostile creatures that move through the apparition's space must make a Dexterity saving throw, taking 4d8 force 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 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: Astral Light\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: By gently waving your hand in a circular motion, you slowly draw forth an aurora of light into the air around yourself for the duration. This aurora persists in spaces you move through, leaving a glowing trail marking where you've been, and emits dim light in a 10-foot radius along its length. When the spell ends, you can choose to extinguish the aurora immediately or allow it to slowly fade over the course of the next 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Release\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self (20-Foot Radius)\nDuration: Instantaneous\nComponents: M\nMaterial cost: A small vial filled with a mixture of silver shavings and your own blood, which the spell consumes\nDescription: As you drop to 0 hit points, but are not killed outright, you force a devastating shockwave from the Astral Plane into reality. All creatures within 20 feet of you must make a Dexterity saving throw. Allies within range make this save with advantage. On a failed save, a creature takes 5d10 Force damage and is stunned for one turn. On a successful save, the creature takes half damage and isn't stunned.\nAt higher levels: When you cast this spell at higher levels, for every two slot levels above 5th, you deal an additional 3d10 damage, the radius of the spell increases by 10 feet, the stunned condition lasts for an additional round, and you gain one level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Sacrifice\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: See Below\nComponents: V, S\nDescription: You sacrifice your own vitality to the Weave, offering your strength in exchange for magical prowess. When you cast this spell, your maximum HP gets reduced by 10, and you gain an additional temporary 1st level spell slot..\nYou may cast this spell multiple times to gain additional temporary spell slots, reducing your maximum HP by 10 each time. Beware, however: If your maximum HP gets reduced to 0 this way, your body and your very soul get disintegrated into magic and become one with the weave, killing you instantly. Only divine intervention or a wish spell can bring you back from this kind of death.\nYou lose all additional spell slots, and regain your maximum HP after a long rest"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astromancy\nLevel: 5\nSchool: Divination (Ritual)\nClasses: Druid, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: By studying the patterns of the stars, you are granted cosmic insight and gain knowledge of the locale and its people.\nThe spell gives you local knowledge of the area within 3 miles of you. To employ this spell, you must have an unobstructed view of the night sky. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\nprevalent peoples, as well as important individuals, spellcasters, and leaders\nmajor religions and established cults\nmajor factions currently or very recently active\ninfluence from other planes of existence\nbuildings and communities\nmagical sites and mystically significant location"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Asura-Kannon\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Any melee weapon\nDescription: You call upon the demons of the abyss when a mighty demon responds to your call.\nMake a melee weapon attack roll. On a hit, deal an additional 7d6 bludgeoning damage and 2d6 necrotic damage.\nYou must succeed on a Wisdom saving throw once the spell ends, taking 2d6 psychic damage on a failed save.\nAt Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage increases 7d6 damage for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Atlantean Weapon\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You imbue a weapon you touch with the elemental power of the deep blue sea. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet, and attacks made with the weapon while underwater are not made at disadvantage. In addition, weapon attacks made with it deal an extra 3d6 water damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. A creature that wields the weapon and is friendly towards you has resistance to acid, fire, and water damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Atomic Bolt\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous (See Text)\nComponents: V, S, M\nMaterial cost: a tiny piece of uranium\nDescription: You conjure a devastating bolt of nuclear power at a target within range. A brightly green glowing bolt of energy flies towards a creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 10d6 fire damage and 10d6 poison damage and must make a Constitution saving throw. On a failure, the creature is blinded and gains the poisoned condition. At the end of every 7 days afterwards, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, it is no longer blinded or poisoned. A creature reduced to 0 hit points by this spell melts into a puddle of burning sludge, dying instantly. The heat generated by this sludge ignites or melts inflammable objects such as solid iron and stone as well as flammable objects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Attract\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: When you cast this spell, target one Small or Tiny object that you can see. If the target is 200 feet or less away from you, it flies towards you in a straight line. If the target is more than 200 feet away from you, it flies 200 feet towards you each turn that you concentrate on this spell in a straight line. If an obstacle stands between the object and you, the object hits the obstacle, the spell ends, and unless the object was grabbed or kept midair by some mean, it falls to the ground and takes 1d6 damage for every ten feet it fell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the object travels fifty feet more per turn, and the duration increases by 30 seconds. When you cast this spell using a spell slot of 5th level, the object can move ten feet away from it's direct path to you, for the purpose of avoiding obstacles. When you cast this spell using a spell slot of 6th level or higher, the object can move ten feet more away from it's direct path to you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Attract Object\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point your finger at an object you can see that you can potentially hold in your hand. The object rises from the spot and flies in a straight line towards your hand, if there's nothing on its path. If the object is being held by another creature, that creature must make a Strength saving throw, keeping the object on a success.\nIf a creature is in the way of the flight path, they must make a Dexterity saving throw or take 1d6 bludgeoning damage and the object drops to the ground."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Attribute Shield\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 10 Minutes\nComponents: V\nDescription: You can cast this spell on any creature within 60 feet of you, including yourself. Choose one of the six ability scores. For the duration of the spell the target gains temporary hit points equal to their current health plus either the caster's or target's chosen attribute (Whichever is higher), minus 10, times 1.(caster spell modifier).\nCurrent health+((ability score-10)*1.spell mod)\nOnce the temporary hit points are depleted, the damage starts effecting the chosen attribute. The chosen attribute takes negatives proportional to the amount of damage taken to a minimum of 10. If the chosen attribute hits or goes below the minimum of 10, the spell fades. The chosen attribute returns to normal and the remaining damage not negated by the attribute is instead negated from the target\u2019s hp."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Atum's Guidance\nLevel: 4\nSchool: Divination\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: S, M\nMaterial cost: a wooden doll or puppet\nDescription: You reach into a creature's soul and latch onto it to know the creature's secrets, reading its very essence for truth. As an action, you touch a creature and force them to make a Wisdom saving throw. If the target succeeds, the spell fails and they become immune to the effects of this spell for 24 hours. If the target fails, you latch into the target's soul and are now capable of learning the creature's secrets.\nAs a bonus action, while the spell is active, you may ask the creature's soul a yes or no question in order to gain a benefit. Once you have asked your question, you will hear an answer from your target's soul in the form of either \"YES YES YES YES YES YES\" or \"NO NO NO NO NO NO\". The answer will be the absolute truth, however it will be limited to the target's own information. Some examples are provided below:\nYou ask the creature's soul if it intends to attack you or a specific ally. If it answers yes, the creature has disadvantage on its attack roll.\nYou ask the creature's soul if it's hiding something. If it answers yes, you gain advantage on any skill check you make to search the creature and the surrounding area for what it is hiding.\nYou ask the creature's soul a yes or no question such as \"Are you cheating?\" or \"Do you know the killer?\" You learn the creature's soul's answer and may use this knowledge how you see fit.\nIf the target does not know any information related to your question or if you ask a question that doesn't have a yes or no answer, then the soul will remain silent and you will hear nothing. The target is unaware of the spell and that you are prying information out of it. This spell and its effects do not work against creatures without souls such as constructs or undead. You may end the spell by dismissing its effects as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases by 1 minute."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Blades\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Self (5 Feet)\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\nDescription: You conjure up a barrier of spinning blades around yourself. A creature takes 4d6 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. While within the spell's area a creature, other than you, must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls while in the area as the blades assault them.\nAt Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 slashing damage for every slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Embers\nLevel: 4\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 8 Hours\nComponents: V\nDescription: You radiate an aura of comforting warmth out to a range of 30 feet, and for the duration this aura moves with you, centered on you. Your body glows with dim light out to a range of 30 feet. You and every nonhostile creature in this range has resistance to cold damage and can comfortably endure even the coldest of climates.\nWithin the duration, you can use your action to kindle a small and controlled flame on a flammable, unattended object in range.\nYou can complete a short rest without breaking concentration on this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Invisibility\nLevel: 6\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Magic wraps around you and your surrounding allies, hiding them from the view of others. Until the spell ends, the aura moves with you, centered on you. Each creature of your choice within range becomes invisible"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Solar Fire\nLevel: 4\nSchool: Conjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: M\nMaterial cost: holy symbol of a sun god\nDescription: Streams of golden fire spring and brilliant scintillating light spring from you, in a 10-foot radius aura. When a creature that is not a fiend or undead enters the aura area for the first time on a turn or starts its turn there, the creature regains 1d6 hit points.\nA fiend or undead that enters the aura 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 radiant damage. A fiend or undead that fails the save must also make a Wisdom save, and on a failure must use its reaction to move up to its movement speed away from the aura.\nConstructs are not affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Time\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Time energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) gains a +1 bonus to their AC, reduces damaged done to them an amount equal to your spell casting modifier, and has advantage on death saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Victory\nLevel: 4\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: Righteous fury radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) deals an extra 1d4 force damage whenever it hits with a melee weapon attack. Additionally, you can use a bonus action to grant one creature in the aura (including you) advantage on the first Strength-based melee attack it makes before the end of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura Sphere\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a single sphere of blue energy toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.\nAt Higher Levels. This spell's damage increases to 1d10 at 5th Level. You may fire two spheres at level 11, and three at level 17. You can direct the spheres at the same target or at different ones. Make a separate attack roll for each sphere."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aural Scan\nLevel: 0\nSchool: Divination\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Bonus Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: You utter a series of clicks into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 30-foot radius sphere centered on where the spell was cast. This spherical area of effect can't pass through walls or other blocking materials."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Avalanche\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Druid\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure snow from thin air to push your enemies away and freeze them. All creatures in a 30 foot cone must make a Strength saving throw. On a failed save, a creature takes 7d8 cold damage, is pushed 15 feet away from you, and its speed is reduced by 10 feet for 1 minute. A creature that succeeds its save instead takes half as much damage and is neither pushed nor slowed.\nIn addition, the ground within this cone becomes blanketed in thick snow, becoming difficult terrain for 1 minute"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Avert Force\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Cleric, Paladin, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature Land A Melee Weapon Attack.\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: The spell magnifies and redirects the force behind an attack, potentially throwing the weapon out of control. Before the damage roll, the attack must make a Strength saving throw to keep hold of their weapon. On a failed save, the weapon is thrown out of their hands, landing a number of feet away equal to the attack roll. If the attack is made with a natural weapon, or the weapon cannot be unwillingly disarmed, the attack ends before it can deal damage, and the spell ends.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, the distance the weapon is throw is multiplied: twice as far with a 3rd-level slot, three times as far with a 5th-level slot, four times as far with a 7th-level slot, and five times as far with a 9th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Avian Assault\nLevel: 1\nSchool: Illusion\nClasses: Ranger, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a feather from the kind of bird you wish to make an illusion of\nDescription: You summon a small bird and send it flying at a a creature within range. The bird is an ominous and cryptic omen that the target may not understand, causing mental stress to accumulate within the target. The target must make a Wisdom saving throw, taking psychic damage equal to 2d8 plus your spellcasting modifier on a failed save, or half as much on a success. If the target creature is immune to the frightened condition, it makes the Wisdom saving throw with advantage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Awaken Ooze\nLevel: 8\nSchool: Transmutation\nClasses: Wizard, Sorcerer\nCasting time: 8 Hours\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black sapphire worth at least 5,000 gp\nDescription: You grant sentience to an ooze. After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller ooze. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10, and loses its immunity to the charmed and frightened conditions. The target also gains the ability to speak one language you know.\nThe awakened ooze is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Awaken Self\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Warlock\nCasting time: 10 Minutes\nRange: Self\nDuration: 1 Week\nComponents: M\nMaterial cost: 500 GP gem which teleports away randomly once cast\nDescription: Once cast, this spell creates an external source of volition in a gem which will restore the caster to their own intelligence, consciousness or volition from any number of effects that may take this away for 1 week. The caster then remains awake, conscious, and with full volition as normal. If the caster is asleep, polymorphed into some low intelligence or non-thinking form, knocked unconscious, dominated, or turned into undead, the external volition will restore their intelligence, wisdom and charisma, as long as the effect that put them in this state does not exceed a 5th-level spell. This spell awakens the caster even if multiple effects have removed the caster's intelligence, volition, or consciousness. This spell does not have any sort of physical effect, give physical movement, nor speaking ability, nor does it change the physical form that the caster is in.\nGem\nThe material component 500 GP gem contains the external source of volition. Once cast, the gem teleports away to a random location. If the gem is found and destroyed the spell ends with the caster remaining in the state they were in when it was destroyed. There is a 1% chance that the gem will be immediately destroyed where it teleports to. The caster will not immediately know if or when the gem has been destroyed. The external source of volition might also be affected by various spells. There is also a 1% chance that it will teleport near where there is something that has an ability to affect it.\nSleep-Wake\nOnce awakened, the caster may choose to have the external source of volition to put them back to sleep for a specified period of time. They may still be shaken awake physically. The caster may also ask the external source of volition to put them to sleep at any time. The caster may continue to wake and sleep in the same manner through the rest of the spell duration. If the caster chooses to sleep a total of less than 8 hours for the entire duration, they will become insane until they have had two long rests.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher this spell will awaken a caster who has been affected by a spell of that level or less, for example with an 8th level spell slot, this spell will awaken a caster from feeblemind."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Axion Bolt Grenade\nLevel: 2\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60Ft (10-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast\nDescription: You throw a grenade that creates bolts of necrotic energy that in a 10 ft radius shoot forth from the point of impact. Each target with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 2d8 necrotic 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 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aysa's Plasma Cage\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Round\nRange: Line Of Sight\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Pre-existing fire and lightning\nDescription: \u201c\n\nAysa had been thrust back against a tree as a mighty tyrannosaurus loomed over her, her comrade tried to distract the mighty beast to no avail. Her time had come, her only hope was to try her mightiest spells in one go. To her amazement, her arcana took over as the destructive force building up manifested itself in her hands. Forging these two powers together created a force unseen before. The lightning constructed a cage encasing the beast as the innards heated to extreme temperatures combusting the beat in a large flash. The beast was slain, and Aysa, exhausted, fell to the ground with a smile and a tear of joy that she lives another day.\n\n\u201d\nA cage of plasma erupts from your fingers to encase your target in heat. This spell creates a plasma cage around the target that lasts for the duration of the spell. Any creature that touches the cage must succeed a Constitution saving throw or take 8d6 fire damage and 8d6 lightning damage. On a successful saving throw, creature take 1/4 the damage instead of the typical 1/2.\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: Azrael's Vicious Flock\nLevel: 3\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A few grains of salt that must be thrown in the direction where the flock will appear\nDescription: A vicious flock of ravens, magpies, and crows fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners, The sphere remains for the duration, and its area is heavily obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d6 slashing damage on a failed save, or half as much on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Baator\u2019s Essence\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: an orange ruby worth at least 1,000 gp, and horned devil\u2019s claw, the ruby consumed by the spell\nDescription: Gripping the ruby as you jam the devil's claw into it, you explode with power. For the duration, you have the following benefits.\nYou have resistance to fire, poison, and necrotic damage; and resistance bludgeoning, piercing, and slashing damage not dealt by silvered weapons.\nYou can cast any spell you know under 3rd level that deals fire damage at will, consuming no spell slots, so long as it is cast at or below 3rd level.\nAny fiend that ends their turn within 30 feet of you must make a Charisma saving throw, or either be charmed or frightened of you (your choice) until they leave this radius."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Backstep\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small wheel\nDescription: Mark the location you casted this spell. At the end of your turn until the spell ends, you teleport back to this exact location."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Baleful Polymorph\nLevel: 5\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Variable\nComponents: V, S\nDescription: With a snap of your fingers, a billowing cloud of smoke surrounds your target. When the smoke clears, the target is transformed into a beast of challenge rating 1 or lower. The target's game statistics other than mental ability scores, hit points, alignment and personality are replaced by those of the new form.\nThe target is allowed a Constitution saving throw to resist the transformation. After 1 minute, the target receives an additional Constitution saving throw. If it succeeds, it reverts to its normal form; if it fails, it remains an animal. The target can make an additional saving throw after the first hour, the first day and the first month. If all saving throws result in failure, the spell becomes permanent and the target's mental ability scores are replaced by those of a typical member of its species.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, a number of saving throws starting from the final one equal to the slot level minus five are automatic failures. Therefore, if you cast this spell with a 9th-level spell slot, the target is permanently transformed if it fails the first saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ball Lightning\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A sphere of pulsating lightning appears in an unoccupied space of your choice within range and lasts for the duration. A creature that comes within 10 feet of the sphere for the first time on a turn must make a Dexterity saving throw, with disadvantage if it is wearing armor made of metal. The creature takes 1d8 lightning damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you can move the sphere up to 30 feet in any direction. A solid barrier blocks the sphere's movement, but the sphere can pass through an opening as small as 1 foot in diameter. The sphere sheds dim light in a 10-foot radius.\nWhen you cast this spell, or as an action on a later turn, you can cause the sphere to detonate. This ends the spell and forces each creature within 10 feet of the sphere to make a Dexterity saving throw, taking 2d8 lightning damage on a failure or half as much on a success.\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: Ball of Blackwater\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A small sphere of tainted water about 1 foot wide flies out from your finger to a point you choose within range and then burst open, bringing out the blackwater within. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d6 necrotic damage and 1d6 water 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 2nd level or higher. The damage increases by 1d6 (either necrotic or water) for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ballistakinesis\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You gain the ability to manipulate the trajectory and force of physical projectiles by thought. For the duration of the spell, ranged weapon attacks are made against you at disadvantage, and you make the first ranged weapon attack roll on each of your turns with advantage.\nWhen you take damage from a ranged weapon attack, you can use your reaction to reduce the damage of the attack to 0 and re-direct the projectile, making a ranged spell attack against a creature or object within 120 feet of you as part of that reaction. On a hit, you deal damage to the target as if it was the original target of the attack you re-directed, plus an extra 5d8 force damage. When you do so, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Balor's Wrath\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: vial of alchemist's fire\nDescription: You manifest pure destructive energy into the terrifying weapons wielded by Balors. A longsword of crackling lightning appears in one hand, and a smoldering whip of fire appears in the other, remaining for the duration. You can wield these weapons whether you are proficient or not, and you use your spellcasting ability modifier for attack and damage rolls. On a hit, the sword deals 5d8 lightning damage, and the whip deals 4d6 fire damage.\nWhen you take the attack action on your turn to use either of these weapons, you can make an additional attack as part of the same action with the other weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bane Bow\nLevel: 4\nSchool: Evocation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You touch a nonmagical ranged weapon that uses ammunition, infusing it with nature's power. For the duration, when you attack with the weapon using nonmagical ammunition and hit your favored enemy, the target must make a Constitution saving throw. It takes an extra 5d6 piercing 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: Bane Shot\nLevel: 4\nSchool: Transmutation\nClasses: Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch three pieces of ammunition, infusing them with the power of time.\nFor the duration, when you land a hit with a weapon using the ammunition, the target must make a Constitution saving throw. It takes an extra 5d6 piercing damage on a failed save, or half as much on a successful one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Banish Cringe\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Reaction, To A Failed Roll Using Charisma\nRange: 60 Feet\nDuration: Concentration, Up To 30 Seconds\nComponents: V, S, M\nMaterial cost: a relic from an otherworldly entity\nDescription: You attempt to convince an otherworldly entity to punish one from your own dimension for being overly uncharismatic. In reaction to a creature failing a saving throw, attack throw or ability check affected by the creature's charisma modifier, make a spell attack roll against the result. If you succeed, they are banished. You automatically succeed if they rolled a critical failure.\nWhen banished, the target is sent to a harmless demiplane constructed by the otherworldly entity contacted for punishment. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. The returned creature is afflicted with strong feelings of embarrassment if possible and has advantage on the next saving throw, attack throw or ability check affected by the creature's charisma modifier within the next 12 hours.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, 30 seconds are added to the time the target is banished for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Banshee Wail\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: Reaction, To Taking Damage\nRange: Self(25 Foot Cube)\nDuration: Instantaneous\nComponents: V\nDescription: As a reaction to taking damage from a melee attack you can let out a horrid shriek that can be heard from 100 feet away. Every creature within 25 feet of you when you cast this spell must make a constitution saving throw, on a fail the creature takes 2d6 psychic damage and be deafened for 1 minute, taking half damage on a success and suffering no further effects.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher it deals an extra 1d6 damage for every spell slot above 1st level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bardcraft\nLevel: 0\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: Self\nDuration: Up To 1 Hour\nComponents: V, S\nDescription: This spell is a utility belt of handitricks for bards of all walks to aid in their performances. You create one of the following magical effects:\nYou gain the ability to speak and sing in unnaturally high and low vocal registers for up to 1 hour.\nYou give yourself makeup and body styling of your choice for up to 1 hour.\nYou clean, press, and mend an article of clothing.\nYou summon a phantasmal simulacrum of an instrument of your choosing for up to 1 hour. This instrument can be touched only by you and is otherwise indestructible.\nYou summon a phantasmal notebook and writing quill for up to 1 hour. These items can be touched only by you and are otherwise indestructible.\nThe notebook will contain the same contents between castings and can hold up to 100 pages of writing. As part of dismissing the notebook, you may choose to remove all writing from it. The notebook cannot be used as a spellbook.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Barrage\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: an arrow shot from the caster's bow\nDescription: As part of the action used to cast this spell, you must make a ranged attack with a bow, firing an arrow against one creature within the spell\u2019s range, otherwise the spell fails. This arrow then splits into four additional arrows. On a hit, the target takes the normal damage of the attack.\nHit or miss, choose four creatures within a 20-foot radius of the target to make a Dexterity saving throw, taking 1d8 piercing damage on a failed save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can choose increases by 1 for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Barrak's Black Fangs\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (90-Foot Line)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: An alligator or crocodile tooth\nDescription: You conjure a line of inky black maws in a line 60 feet long and 5 feet wide from you in a direction you choose. Each creature that starts its turn in the line or passes through the line on its turn must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much on a successful one. This line moves with you, and you can change the direction of the line as an action while concentrating on this spell.\nAt 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 higher than 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Barrier\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Paladin, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You send a protective barrier around a willing creature within range. The barrier has 8d8 hit points. Any time the targeted creature would take damage, the barrier takes damage instead. While the barrier has more than 0 hit points, the targeted creature has a +1 bonus to armor class. If the damage reduces the barrier to 0 hit points, the creature takes the remaining damage and the spell ends.\nThe spell ends if you cast this spell on another creature while your barrier\u2019s hit points still remain."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Barrier of the Four Kings of the World\nLevel: 9\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, 1 Hour\nComponents: V, S\nDescription: You attempt to commune with the Four Kings of the World simultaneously. You must attempt a DC 18 saving throw using your spellcasting ability. On a failure, you regain the spell slot spent casting this. On a success, you form a physical seal on an object that has at least a 2.5 ft. radius of a flat surface. Any creatures of your choice within a 60 ft. radius of the seal take 2d6 radiant damage or regain 2d6 hit points, and the area is covered in bright light."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Baryte Communion\nLevel: 0\nSchool: Divination\nClasses: Artificer, Druid\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: By communing with the barytes around you, you understand the will of the earth for a short time. One creature within range can not be moved against their will or ignores difficult terrain until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beamos\nLevel: 0\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V\nDescription: Your eyes project a beam of brilliant energy at a creature or object in range that you can see.\u00a0 Make a ranged spell attack against the target.\u00a0 On a hit, you deal 1d6 radiant damage.\u00a0 If you haven't yet moved this turn, a hit instead deals 1d12 radiant damage.\nThis spell deals one extra die of damage when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beastmask\nLevel: 2\nSchool: Illusion\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 12 Hours\nComponents: V, S, M\nMaterial cost: a wooden mask carved to look like the animal\nDescription: You or one willing creature is made to look, feel, sound, and smell exactly like a particular species of beast or monstrosity that has an Intelligence of 4 or lower\u2014but only to other members of that species. Members of closely related species are also fooled; for instance, a dog mask will also fool wolves and death dogs, and a bear mask will also fool giant bears and owlbears. This spell does not give you any ability to communicate with that animal, however"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beckon Kraken\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Warlock\nCasting time: 1 Minute\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A fresh humanoid heart and at least 1,000 lbs of fresh meat, which the kraken consumes\nDescription: When this spell is cast, target a point within range that is submerged within a body of water. The spell fails if this point cannot be reached by any living kraken through the means of swimming. The spell's material components cannot be supplied by a component pouch.\nDuring the casting time of this spell, a kraken is beckoned to come to your aid, with the lure of a large bounty of flesh. It travels to the point designated, and consumes the material component.\nThe kraken is friendly to you and your companions. For the duration of the spell, it will attack all other creatures to the best of its ability.\nWhen the spell ends, the kraken will leave the area, and mysteriously vanish into the deep blue sea.\nThe spell ends at the end of the duration, or when the kraken takes damage.\nIf concentration on the spell is broken before the end of the duration, the kraken will instead become hostile to you and your companions rather than leaving the area.\nIf this spell is cast from a spell scroll, the scroll transforms into the material component as part of the casting."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beckoning Order\nLevel: 5\nSchool: Divination\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: Self (50-Foot Cube)\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: a 10 gp gold cube of perfect proportions\nDescription: Remove the randomness of chaos from the surrounding area. For 1 minute all dice rolls within the area selected are treated as their average rounded down (d4=2, d6=3, d8=4, d10=5, d12=6, d20=10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bestial Bloodlust\nLevel: 1\nSchool: Enchantment (Ritual)\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of blood\nDescription: You whisper arcane words that attempt to awaken a target's primal bloodlust and beastly nature. This spell has no effect on creatures with an Intelligence score of 5 or lower and constructs. The target must make aWisdom saving throw. On a failed save, an overwhelming bloodlust overcomes the target and causes them to see no difference between friend or foe.\nOn a successful save, nothing happens."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bestial Empowerment\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a part of an animal such as fur or a tooth\nDescription: You channel the bestial energies of nature within or around you to magically enhance your natural ability. The first time you an attack or damage roll with an unarmed strike on your turn, you can roll a d4 and add the result to the roll. Alternatively, you can attack with a natural weapon that is part of your body and still receive this benefit. Attacks affected by this spell are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are affected by another spell or magical effect which grants a die bonus to rolls, such as bless, you cannot use the benefit of that spell in addition to this one.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for every three slot levels above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bhahoozun's Disintegration Fist\nLevel: 6\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: With a punching gesture, you summon a devastating fist of air, so fast and powerful, it compresses the air with devastating force, to the point of disintegration of some enemies. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\nA creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Wind damage. The target is disintegrated if this damage leaves it with 0 hit points.\nA 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.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bhahoozun's Hex\nLevel: 1\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: small bottle with air\nDescription: You move the air in a creature's internal system, in an erratic way, so the target's organs start to necrose. Until the spell ends, whenever you make a weapon attack against the hexed creature with an attack, it takes 1 necrotic damage. If the attack hits, it also takes an additional 1d6 necrotic damage.\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\nIf remove curse or a similar spell is cast on the hexed creature, the spell immediately ends.\nAt 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: Bhahoozun's Maddening Gale\nLevel: 5\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: As you reach skyward, a howling, shrieking wind descends on\na point you can see within range. A Cylinder with a radius of\n20 feet and 50 feet high is centered on the point. Intense\nWinds batter and beat those within while shrieking with a\nmaddening howling sound. Each Creatures within the spells area when\nit is created must make a Dexterity saving throw. If a creature\nfails, it is deafened while in the Cylinder, and their movement is reduced to 0.\nCreatures cannot fly within the Cylinder, and any flying creature\nthat enters into the area of the spell must make a Strength saving throw. If it fails the\nsave, it comes crashing straight down.\nA creature entering it must make a Dexterity Saving throw. A creature can use its' action to try to escape the Cylinder, by making a Dexterity saving throw. A success ends the effect on the creature.\nA creature that starts its' turn inside the Cylinder, must make a Constitution saving throw. On a failure, roll on the Long-Term madness table. On a failure of 5 or more, roll on one of the D&D Mordenkainen's Tome of Foes madness tables."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bind Lesser Being\nLevel: 7\nSchool: Enchantment\nClasses: Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: two identical gold amulets worth 1,500 gp each, one worn by the caster and the other worn by the target, which are consumed by the spell\nDescription: Assume absolute control over a weaker entity. When you begin casting this spell you must place a finger on the amulet worn by the target and hold your amulet in your hand, the target must be a creature whose CR does not exceed half your character level rounded down. Once the spell has been cast the target must succeed on a Charisma saving throw. On a failed save the target is under your complete control. While the target is under your control you can use your action to telepathically issue commands to the creature as long as it is on the same plane of existence as you. The target retains all of its attained and class levels (if any), but does not replenish expended spell slots after taking a long rest. Once the spell has been completed if you wish you may allow the creature to return to its previous life unaware of anything that happened after the spell took effect, and it regards the amulet as a valuable gift given to it by you one of its new close friends, if you release the target you may reassert control over it if it continues to wear the amulet. Every thirty days the creature can make a new saving throw to end the effect, and the creature has advantage if you have issued commands to it in the last thirty days. If at any point the target takes damage from you, your companion, or an ally of yours, the spell ends immediately. If you cast this spell on another target, any previous instance of it ends immediately. If the spell ends, the creature will almost invariably feel seething hatred for you, and gains advantage on all Wisdom, Intelligence, and Charisma saving throws against your spells indefinitely.\nAt Higher Levels. If you cast this spell using a 9th level slot, the target has disadvantage on the saving throws which recur every 30 days"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bind Skeletal Familiar\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a skull and 10 gp worth of ground pearl, which the spell consumes\nDescription: You bind a lost soul to a skull, creating a floating skull that serves you. The floating skull appears in an unoccupied space within range.\nThe skull acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.\nWhile the skull is within 100 feet of you, you can communicate with it telepathically. It deals 1d6 necrotic damage when attacking and can deal 2d6 extra necrotic damage to the target, however this destroys the familiar.\nThe skull has the same hit points as the caster caster who summoned it halved. when the skull drops to 0 it is destroyed and turns into a pile of dust, and nothing short of the wish spell can bring the soul bound to the skull back to life.\nYou can have up to three floating skulls bound to you with this spell. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you can create more floating skulls at the same time; two floating skulls with a 3rd-level slot and three floating skulls with a 5th-level slot. You must prepare separate material components for each skull created this way"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Binding Pact\nLevel: 2\nSchool: Enchantment (Ritual)\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch a willing creature and draw out its soul, binding it into a small bead that coalesces in your palm. As long as the bead and the target are on the same plane, anyone holding the bead can communicate telepathically with the target and can cast spells as though the holder was touching the target. The bead can be crushed as an action, dealing 5d10 force damage to the target and causing it to fall unconscious regardless of its current plane; the unconscious target can only be revived with greater restoration, heal, or wish.\nThis spell is most often used by fiends as a means of ensuring compliance in creatures who have sold their soul in exchange for power.\nDispel magic or a similar effect successfully applied to the bead ends this spell's effect and instantly returns the target's soul.\nAt 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. When you cast this spell using a spell slot of 9th level, crushing the bead instead causes the target to die and reduces its body to ash."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bites the Dust\nLevel: 9\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bejeweled golden arrow worth at least 5,000 gp\nDescription: A powerful energy rushes through your hand and into your target, which you then detonate, reversing the flow time and sending you back to an hour beforehand. As an action you touch an individual and \"turn them into a bomb\", which upon detonation, resets time back to an hour before the detonation of said target. You can then, also as an action, set Bites the Dust to detonate instantly, causing the creature to explode and reverse time. If you do not detonate your target before the end of the day, the spell ends.\nWhen time resets, anyone within a 1-mile radius of you or the target must make a Wisdom Saving throw against your spell save DC or forget all the events from before time travel. On a successful save, the target begins to feel a sense of Deja Vu and begins to remember the events from before the time travel. All others outside this radius automatically fail the check. You and a number of creatures of your choice, equal to your spell modifier, are immune to the effects of the time reset and retain all your memories.\nOnce one hour has passed after you traveled back has passed, the target you chose to make into the bomb will experience the explosion. At that time, the target must make a Constitution saving throw against your spell save DC. On a success, nothing happens, but on a failure the explosion occurs, dealing 12d6 force damage. If their hit points are reduced to 0 or lower, the target instantly dies and the explosion vaporizes their remains, wiping them from existence. However, should you change your mind about the attack, you may dismiss Bites the Dust and leave the target unharmed. This may only be done before the time selected for the target to experience the effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Arrow\nLevel: 4\nSchool: Necromancy\nClasses: Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: For the duration, any time you hit with a ranged weapon attack, you deal an extra 1d6 necrotic damage. If this attack reduces a Medium or Small humanoid to 0 hit points, the humanoid must succeed on a Constitution saving throw or immediately be raised as skeleton, as if you had cast animate dead"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Blizzard\nLevel: 3\nSchool: Conjuration\nClasses: Shadowcaster, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 5 Minutes\nComponents: S, M\nMaterial cost: A piece of black cloth\nDescription: You create a 30-foot-radius cylinder filled with tiny dark shadows that roughly appears to resemble a\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The caster of the spell is immune to this effect\nAt 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 4th.\nIf you have mastery of the coldness of night path, then target allies that you chose automatically succeed the constitution saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Flame\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Your body is wreathed in dark flames and your eyes glow with a fiendish light as you raise a hand to strike down your target. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.\nA creature killed by this spell explodes in a burst of meaty chunks and dark flames. You may throw the body of your target up to 10 feet in a direction of your choice before it explodes. All creatures within 5 feet of the target must make a Dexterity saving throw, taking 2d10 necrotic damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage of the initial attack and explosion increases by 1d10 damage for each spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Hole Beam\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 900 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a tiny black sphere in an unoccupied space that you can see within the spell\u2019s range that begins rapidly sucking in everything around it. After some time, a giant laser beam originating from you fires through the sphere, obliterating anything that was sucked in.\nWhen the black sphere is created, the area becomes difficult terrain in a 100-foot radius around it. Every creature within this range when the sphere is created must succeed on a Strength saving throw or be pulled 30 feet towards the center. The creature is pulled half the distance on a successful save. If a creature is within 50 feet of the sphere, they have disadvantage on this saving throw. If a creature is within 10 feet of the sphere, they become restrained until the spell ends. Any creature that starts their turn within the range of the sphere\u2019s pulling force is subjected to the saving throw again.\nWhen the spell ends, either because your concentration is broken or because you decide to end it, a massive beam of energy fires from you towards the center of the sphere. Each creature in a line 600 feet long and 25 feet wide line originating from yourself must make a Constitution saving throw. The beam breaks through any wall or other obstacle that might block it. On a failed save, a creature takes 10d10 force damage and is stunned until the start of your next turn. On a successful save, a creature takes half as much damage and isn\u2019t stunned. This damage ignores resistance to force damage and treats immunity to force damage as resistance. Any creature reduced to 0 hit points by this damage is vaporized."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Snow\nLevel: 1\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small vial of acid and some snow or ice\nDescription: You create a sphere of black-colored snow that is laced with acid in a 10-foot sphere centered on you. Each creature other than you that is within the sphere must make a Constitution saving throw at the beginning of each of their turns. On a failed save, the target takes 1d6 cold damage and 1d6 acid damage, and has its speed reduced by 10 feet until the end of its next turn. On a successful save, the damage is halved and the target's speed is unaffected.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by your choice of 1d6 acid or cold for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Black Storm\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: You release a cacophony of negative energy that erupts from a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d6 necrotic and 2d6 thunder damage and is knocked prone on a failed save. On a successful save, the creature takes half as much damage and isn't knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the thunder damage (your choice) increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Bane\nLevel: 4\nSchool: Transmutation\nClasses: Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose one creature you can see within range, and choose one of the following damage types: bludgeoning, piercing, or slashing. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Additionally, the target loses any resistance to that damage type until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Blend\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: S\nDescription: You touch two non-sentient, non-artifact melee weapons that deal no less than 1d4 piercing or slashing damage. Those weapons merge into one larger melee weapon, dealing piercing or slashing damage one die size more. For example, you could merge two daggers (1d4) into a shortsword (1d6). For the duration of the spell, the weapon is considered to do magical damage, and can be split apart by ripping them apart as a bonus action, ending the spell early. If the spell expires on its own, the weapons become nonmagical and lose the ability to be split apart.\nIf the weapons were originally magical, at the expiration of the spell, the weapon forcibly splits apart, appearing back into the hands of the one who originally cast the spell.\n\n\nWeapon Die Size\n\n\nOriginal\n\nResult\n\nExample\n\n\n1d4\n\n1d6\n\nTwo daggers (1d4) into one shortsword (1d6)\n\n\n1d6\n\n1d8 or 2d4\n\nTwo shortswords (1d6) into one longsword (1d8)1\n\n\n1d10\n\n2d6 or 1d12\n\nTwo longswords (1d10) into one greatsword (2d6)1\n1 Versatile weapons use their higher damage die for the purposes of what forms them, but can use either damage die for determining what they become.\nNOTE: This is a reverse variant of the sword split spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Lightning\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a sprig of pine or a twig from a tree that has been struck by lightning\nDescription: You evoke a sword made from lightning, which springs from the material component used and lasts for the duration. You have proficiency with this sword and can use it as a melee weapon when making attacks; it deals 3d6 lightning damage on a hit, or 3d10 when used with two hands. The sword disappears if you let go of it, but you can call it back to your hand as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6, or 1d10 when used with two hands, for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade of Blood\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of your own blood\nDescription: You cut yourself, causing the blood to assume the shape of a weapon, that drips to spatter in thick, viscous drops upon the ground. When you form the weapon, choose its damage type: slashing, piercing or bludgeoning. Regardless of form, the weapon is considered a simple light melee weapon you are proficient with.\nThe weapon damage die equals to your hit dice, and you use your spellcasting ability modifier for attacks and damage rolls with it. In addition, the weapon is infused with baleful energy, causing additional 1d6 necrotic damage on a hit.\nWhen you hit a creature with the blood weapon, you can choose to lose 5 hit points to empower the weapon, causing additional 2d6 necrotic damage.\nIf you drop the weapon or otherwise lose contact with it, the weapon disappear\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade of Grass\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: one or two blades of grass\nDescription: You imbue one or two blades of grass with nature's power. For the duration, they become sickles, and you can use your spellcasting ability instead of Strength for attack and damage rolls using these weapons. They are considered to be magical weapons. If you let go of a of a sickle created by this spell, the spell ends for it, and it reverts to a nonmagical blade of grass. The spell also ends if you cast it again"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade of Justice\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, M\nMaterial cost: a melee weapon\nDescription: You call forth the white flames of justice, causing white flames to erupt from a non-magical melee weapon you touch. The weapon is considered magical for the duration. Attacks made against creatures with evil alignment cause additional 2d6 radiant damage, or additional 1d6 radiant damage against non-good creatures. Good creatures take no extra damage from this weapon.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases respectively to 4d6 and 2d6. When you use a spell slot of 7th level or higher, it becomes 6d6 and 3d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Shift\nLevel: 1\nSchool: Conjuration\nClasses: Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bladed weapon worth at least 2 gp\nDescription: With a plume of silvery mist, your weapon disappears into a small demiplane for the duration of the spell, and plane shifts consecutively to drive its planar imprint into the enemy.\nMake two ranged spell attacks against a creature within range that you can see, dealing 2d4 force damage with each attack that hits. If the spell dealt damage to the target, that creature must make a Dexterity saving throw at the start of each of its turns for the spell's duration, taking 1d4 force damage on a failed save.\nThe spell ends if the target is ever outside the spell's range. When the spell ends, the weapon used in the spell's casting reappears at your feet or in a free hand.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage and the consecutive damage each increase by 1d4 for every two levels above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Storm\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon magical daggers that appear with 3 in each hand. You hurl them at targets within range, with damage being directed at one or two targets. If the damage is directed at 2 targets, it is split, with half going to each target. Make a ranged spell attack for each target you are aiming at. On a hit, a target takes 3d4 slashing damage when damage is split between two targets, or 6d4 slashing damage focused on a single target.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. The damage is divided between hands, with 1d4 being added to each hand."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Surge\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Creature Within 10 Feet Targets You With An Attack\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A blade weapon effigy, or bladed melee weapon, worth at least 1 sp\nDescription: You manifest an ethereal, mist-like aura around your body. For the duration, whenever a creature within 10 feet of you targets you with an attack (including the triggering attack), that creature must succeed on a Dexterity saving throw or take 1d8 force damage, be pushed 5 feet away from you, and have the attack automatically miss.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Volley\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: M\nMaterial cost: A blade weapon effigy, or bladed melee weapon, worth at least 1 sp\nDescription: You summon a blade made of pure magic, resembling the one used in the spell\u2019s casting, which hovers close to you for a moment before flying at high speeds towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier; if you score a critical hit, add twice your spellcasting ability modifier instead. The blade then disappears.\nThe spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blast\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Varies\nDuration: Instantaneous\nComponents: S\nDescription: You create an explosion from your hands that shoots outwards, the damage varies depending on the range of the blast. You can make an attack roll as a Touch spell, this will deal 1d12 force damage, 1d10 damage at 10 feet away, 1d8 at 20 feet, 1d6 at 30 feet, and 1d4 at 60 feet, you can also make an attack in a 10 foot cone which forces creatures within range to make a dexterity saving throw or take 1d6 force damage each. Additionally, you can use the spell to launch yourself away from your blast up to 10 feet instead of making an attack. When casting as a Touch spell against an object or item, the damage dealt is doubled. When rolling a 1 on your attack roll you are knocked prone from the recoil of the misfire.\nAt Higher Levels. This spell's damage increases by 1 die and the distance you can launch yourself by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blastbolt\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: An explosive blast of force erupts from your palm. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d12 force damage and is pushed back 5 ft. If the d20 for your attack roll lands on a 1 or 2, the explosion backfires, and you take 1d12 force damage and are pushed instead.\nThis spell's force damage and backfire damage both increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blasting Beam\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet (Varies With Spell Slot Level)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of quartz powder\nDescription: A thin, blindingly bright sliver of light up to 150 feet long instantly streaks from your fingertips to any creature or surface, exploding at the point of contact. Make a ranged spell attack against the target. On a hit, the target takes 3d12 piercing damage, and each creature in a 10-foot-radius sphere centered on the target, including the target itself, must make a Dexterity saving throw. A creature takes 5d12 force damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage or force damage (your choice) increases by 1d12 for each level above 5th. The range increases by 50 feet for each level above 5th.\n\"Sniping's a good job, mate!\" - Mr. Mundy"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blasting Bolt\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a multicolored glass marble\nDescription: Make a ranged attack roll against a creature or object within range that you can see. On a hit, the target takes 15d10 damage of a type you choose from acid, cold, fire, force, lightning, necrotic, radiant, or thunder"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blaze of Wrath\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Turn\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: Using all your might, you channel your energy into a single, powerful fiery punch. Make a melee spell attack against a creature. On a hit, it deals 2d6 fire damage and 2d6 bludgeoning damage, and the target is knocked 10 ft. back. However, the stress of this spell prevents further action. You cannot use this spell if you have moved, taken a bonus action, an action or attacked another creature.\nLikewise, after this spell is used, it ends your turn.\nAt Higher Levels When you cast this spell at every level above 1st, it deals an additional 1d6. Whether this damage is given to the fire or the bludgeoning damage up to you, but you can only choose once"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blaze-Storm\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (50-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a handful of ash, which is consumed during casting\nDescription: You conjure a swirling storm of intense flames centered on yourself. The storm moves with you as long as you maintain concentration on the spell. The spell's radius is 50 feet and affects all creatures within that area at the start of the storm.\nAny creature within the radius must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 8d10 fire damage. On a successful save, the creature takes half damage. Creatures with fire immunity treat the damage as resistance, while creatures with fire resistance have their resistance ignored.\nWhile maintaining concentration on this spell, you have resistance to fire damage, but you are not immune. If you take damage from sources other than fire, you must make a Constitution saving throw against your spell save DC to maintain concentration.\nAt Higher Levels. When you cast this spell using an 8th-level spell slot, the radius of the storm increases to 100 feet. If you cast it using a 9th-level spell slot, the radius increases to 200 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blazer\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: M\nMaterial cost: A Sword\nDescription: You target one opponent in melee range or one target up to 15 feet away in the air. You cover your sword in fire and drag your grounded target 15 feet forward through the air, dealing weapon damage + 2d4 fire. If you target an airborne opponent, you only deal the 2d4 fire damage. If you miss your target, you still travel the 15 feet and land in an unoccupied space and take the 2d4 fire damage as recoil damage.\nNote: This spell is meant to be a reference to Roy's Up-B from Super Smash Brothers and the recoil damage is to compensate for a spell that deals decent damage and allows attacking airborne opponents/moving grounded ones.\nAt Higher Levels. When you cast this at higher levels you deal weapon damage + 3d4 fire at 5th level, weapon damage + 4d4 fire at 11th level and weapon damage + 5d4 at 17th level. This increased fire damage is also the recoil damage you take if you miss."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blazing Counterstrike\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard, Warlock\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A shield or a melee weapon\nDescription: When targeted by a melee attack from a creature within 5 feet of you, you can use your reaction to get into a counter stance. While in this stance you only take half damage from the melee attack. When hit by the melee attack by that creature while in your counter stance, your shield or melee weapon ignites in flame. Make a melee attack against that creature, on a hit the creature takes damage equal to weapon's damage die plus 1d8 fire damage.\nThis spell\u2019s 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: Blazing Slash\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: With a flourish, you swipe your hand through the air to bring a slash of scorching heat into a creature you try to touch. Make a melee spell attack roll against the target. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.\nAt Higher Levels. This spell's fire damage and slashing damage both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, at 11th level the blazing slash launches up to 30 ft. away. A melee spell attack roll is still made to hit with this attack"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blazing Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with divine flame, and the attack deals an extra 2d6 fire damage and 2d6 radiant damage to the target. Furthermore, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage and 1d6 radiant damage at the start of each of its turns"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bleeding Strike\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Melee Weapon Attack\nRange: 10 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the piercing damage by 1d6 for every spell slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bless Water\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Paladin\nCasting time: 1 Minute\nRange: Touch\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: powdered silver worth at least 250 gp, which the spell consumes\nDescription: You touch a body of water or a liquid that is principally water (not including water-based creatures) with a surface area up to 100 feet square and imbue it with divine magic. The liquid becomes clean water, removing any poisons, diseases, or contaminants. For the duration, the water is holy; a fiend or undead that enters the water for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 4d6 radiant damage, and a flask can be drawn from it and used as a flask of holy water. Flasks created this way lose their potency after 8 hours. The spell ends if you cast it again.\nYou can permanently bless a body of water by casting this spell in the same location every day for one year."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blinding Flash\nLevel: 5\nSchool: Illusion\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a thick-shelled nut or seed\nDescription: A creature within range is subjected to a blinding flash before its eyes. The target must make both a Constitution saving throw and a Dexterity saving throw. If the target succeeds on both saves, nothing happens. If the target fails one save but succeeds on the other, it is blinded for the duration. If it fails both saves, it is blinded for the duration, and stunned until the end of your next turn.\nAt the end of each of its turns, a blinded target can make a new Constitution saving throw, ending the effect on a success. It cannot make this saving throw if it is stunned or otherwise incapacitated.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blinding Heal\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Your spell causes the chosen target to begin glowing with a radiant pulse of light and then burst with an incandescent haze of radiant energy, healing them for 2d4 + your casting modifier in Hp. All hostile targets within 20ft of the target must make a constitution saving throw against your spell dc, or be blinded for their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher. The heal increases by an additional 2d4 and the range of the blind effect is increased by another 10 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blinding Necrostrike\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with pitch-black energy, and the attack deals an extra 2d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. The creature may repeat the save at the end of each of their turns, ending the effect on a success.\nAt Higher Levels. When you cast this spell at 3rd level or higher, it deals an additional 1d8 damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blink Slash\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: M\nMaterial cost: A Greatsword\nDescription: Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within range of the spell. You teleport and make a weapon attack against your target. On a hit, you add an additional 2d6 Slashing Damage. This movement does not provoke opportunity attacks and does not count against your movement this turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blink Strike\nLevel: 1\nSchool: Evocation\nClasses: Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You teleport up to 10 feet to an unoccupied space that you can see, briefly connecting it to your space with an arc of electricity, and can then make an unarmed strike as part of the same action used to cast this spell. On a hit, the attack deals an additional 1d6 lightning damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blink, Variant\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action Or 1 Reaction (In Response To Taking Damage From An Attack Or Spell Effect)\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You instantly teleport to an unoccupied space within 30 feet that you can see or have great familiarity with.\nIf you cast this as a reaction, the range is reduced to 15 feet.\nBlink can take its toll upon the body if used excessively. When you cast blink more than three times after taking a long rest, you take 1d8 necrotic damage for each use after the third, which cannot be negated or reduced by any means. This damage increases by 1d8 necrotic for each use beyond the fourth."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blocking Blade\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You summon a blade made of mystical energy to protect you or someone near you. When you cast this spell, a glowing blue blade appears in a location you designate within 60 feet of you. The blade grants all creatures of your choice within 5 feet of it a +2 to armor class. In addition, when a creature within 5 feet of the blade gets hit with a melee attack by another creature, you can use your reaction to make an attack roll against the creature that attacked. Make a melee spell attack roll. On a hit, they take 2d6 force damage.\nYou can move the blade up to 30 feet as part of your turn, and up to another 30 feet as a bonus action. If the blade is ever more than 120 feet away from you, the spell immediately ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage of the blade increases by 1d6. Starting at 6th level, the range you can summon it at increases to 120 feet, and you can move it up to 45 feet as part of your turn instead of 30 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Bind\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You sacrifice your own vitality to hurt your enemies. Target a creature within range. Each time you take damage, the target makes a Constitution saving throw. On a failure, they take the same amount of damage. On a success, the spell ends. Taking damage does not trigger a concentration check for this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Blade\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You create a blade out of your own blood to use as a weapon.\nYou lose hit points equal to 1d6 plus your spellcasting ability modifier, and create your choice of a dagger, shortsword, or longsword that is made up of your own blood in your free hand. The weapon is magical, and you can use your spellcasting ability for the attack and damage rolls of melee attacks using that weapon. When the spell ends, the weapon becomes just a puddle of blood. The spell ends if you let go of the weapon"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Boil\nLevel: 2\nSchool: Necromancy\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause the blood of nearby enemies to boil. All creatures within 20 feet must make a Constitution saving throw. Each target takes 2d6 fire damage, or half on a successful save. Creatures without blood are immune to this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Boiling\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.\nThis spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Bolts\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of your blood\nDescription: You make a small cut on your fingertips and point forward, launching three blood darts. You can hurl them at one or several targets you are able to see. Make a ranged spell attack for each dart. On a hit, the target takes 1d6 piercing damage.\nIf the target is bloodied (at half its maximum hit points or lower) the dart automatically hits, without requiring an attack, unless the target is behind total cover.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can hurl one additional dart for each spell slot higher than 1st-level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Casting\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Until Dispelled\nComponents: V, S\nDescription: You incant a foul ritual that causes your magic to draw upon your own life force instead of the natural weave of magic. While under the effects of this spell, you cannot cast spells using spell slots. Instead, whenever you try to cast a spell, you deal necrotic damage to yourself according to the slot level, which can't be reduced or negated by any means, and your hit point maximum is reduced by that amount until you finish a long rest. If you do not have enough hit points to cast a spell without reducing yourself to 0 hit points, you cannot cast it.\nYou cannot cast a spell using blood casting of a higher slot level than you have spell slots for.\nSpell slots of 6th level or higher are especially taxing to evoke using blood. When you cast a spell of 6th level, 7th level, 8th level, or 9th level, you can't cast another spell of the same level again using this spell's effects until you finish a long rest.\nYou can end the effects of this spell either by having a remove curse or similar spell cast on you, or by casting this spell on yourself again.\nCurse. Indulging in the black arts of bloodcasting make your soul more distant from the forces of positive energy. As such, whenever you would regain hit points from magical effects while under the effects of this spell, you instead receive half the amount given.\n\n\nSlot Level\nSelf-Damage Dealt\n\n\n1st\n4\n\n\n2nd\n6\n\n\n3rd\n10\n\n\n4th\n12\n\n\n5th\n14\n\n\n6th\n18\n\n\n7th\n20\n\n\n8th\n22\n\n\n9th\n26"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Lance\nLevel: 2\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small amount of your own blood\nDescription: Siphoning power from your own lifeforce, you conjure a devastating lance of blood-red energy and fire it at an enemy within range. You lose 1d6 hit points, and make a ranged spell attack against the target. On a hit, the target takes 4d6 necrotic damage, plus necrotic damage equal to triple the damage you took.[1]\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage taken and damage dealt each increase by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Lust\nLevel: 1\nSchool: Necromancy\nClasses: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: S\nMaterial cost: the caster's blood\nDescription: You feel your blood leave your body and increase the power of your weapon attack. Your weapon is surrounded by a bloody aura.\nYou sacrifice hit points to deal extra damage on your melee or ranged attack (this can include spells as long as you have to roll to hit). For every 5 hit points, your attack deals an additional 1d6 force damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Manipulation\nLevel: 8\nSchool: Necromancy\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a silver needle and a small vial of the target's blood\nDescription: After ritually drawing blood from a creature within range, you gain control of its body. The spell fails if the target doesn't have blood, such as a construct, ooze, or plant.\nFor the duration, you can force the target to make a Constitution saving throw at the start of each of its turns as you attempt to control its actions. On a failed save, you control the target and can make it move and take actions for that turn; you can't make a creature cast spells or speak this way (although you can prevent it from doing either), and the target is conscious and aware of its surroundings while being controlled. On a successful save, the target takes its turn as normal. Additionally, whenever the target attempts to move or to take an action, you can use your reaction to force it to make a Constitution saving throw; on a failed save, the target is unable to move until the start of its next turn or it loses that action, respectively.\nAs an action, you can purge the target's bloodstream. The target makes a Constitution saving throw, taking 10d10 necrotic damage on a failed save or half as much on a successful one. The spell then ends.\nAt Higher Levels. When you cast this spell using a 9th-level spell slot, it doesn't require concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Minion\nLevel: 3\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour Or Until You Dismiss It\nComponents: V, S, M\nMaterial cost: a corpse of a tiny or small humanoid\nDescription: You transform the corpse of a tiny or small humanoid into a blood minion under your control. The blood minion shares your initiative count, but goes right after you. You control what the blood minion does on each of its turns. If you do not issue it a command, it stays in place and takes the dodge action. You may dismiss the blood minion as a bonus action, instantly ending the spell. When the spell ends, it collapses into a pile of blood.\n\n\n\nsmall undead, any alignment\n\n\nArmor Class 13 \nHit Points 20 \nSpeed 0 ft., 30 ft.(Hovering)\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n1 (-5)\n\n17 (+3)\n\n10 (+0)\n\n10 (+0)\n\n10 (+0)\n\n10 (+0)\n\n\nDamage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made by silvered weapons\nSenses passive Perception 10\n\nLanguages \u2014\n\n\nBlood Pool The blood minion has a pool of blood points. They start with 10 blood points, and have a maximum of 20 + your spellcasting ability modifier blood points. As a bonus action, they can touch a creature and expend a number of blood points to restore hit points to that creature equal to the amount of blood points expended.\n\nACTIONS\nBlood Drain/Infuse Ranged Spell Attack, your spell attack modifier to hit, reach 30 ft. Hit: 8 (1d8 + 3) necrotic damage, and the Blood Minion regains a number of blood points equal to the amount of damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum hitpoints for the creature increases by 5, and the blood pool maximum increases by 5 for each slot level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by each attack increases from 1d8 to 2d8 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Moon's Blessing\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of blood and a drop of holy water\nDescription: When you cast this spell, you become illuminated by blood-red light from an unknown source above your head and add your Wisdom modifier to the damage you deal through either attacks with weapons or spells. Both effects last until you either lose concentration or the duration of the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Orb\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: Orbs of blood are shot from your hand against targets in the area. Make one attack against each creature of your choice within the area. On a hit, the creature takes 5d6 necrotic damage and is nauseated until the end of your next turn.\nThe nauseated creature is unable to take the Attack and Search actions, and can't cast or concentrate on spells.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases in 2d6 for each level of the slot spent after 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Parasite\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a dessicated parasite, such as a leech\nDescription: You infect a creature within range with blood parasites that slowly eat away at it from the inside. They must make a Constitution saving throw, or take 2d6 necrotic damage. On a failure, they must make this save again at the start of their next turn. Every other time they take damage from this spell, they gain one level of exhaustion.\nCreatures without blood are immune to this spell.\nAt Higher Levels. When cast at 4th level or higher, the damage increases by 1d6 for every level above 3rd. Additionally, if cast at or above 5th level, it incurs exhaustion every time a creature takes damage from this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Punch\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: three eyestalks of a beholder, the claw of an ancient dragon, a blade worth 25,000 gp\nDescription: If the target succeeds on a dexterity saving throw (DC20) instead of being killed they are instead blinded, deafened, and prone for the next minute. All attacks that target them are made with advantage and attacks they make are made with disadvantage. They can repeat the saving throw at the end of each of their turns. Ending the effects on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Rain\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of blood from any sapient creature, which the spell consumes\nDescription: A red, bloodlike fluid rains down in a 20-foot radius, 60-foot high cylinder within range. Creatures other than you which begin their turn in the target area or enter it on their turn must succeed on a Constitution saving throw or take 3d8 necrotic damage. Allies of yours regain 2d8 hit points when they start their turn in the cylinder, instead of taking damage.\nWhile concentrating on this spell, you can use your action to move the pillar up to 20 feet in any direction.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and healing both increase by 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Rush\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: Extend your hand and point towards a humanoid creature you can see within range. The creature must succeed on a Constitution saving throw, or can't take Actions, Bonus Actions or Reactions for the duration of the spell.\nCreatures with 5 or more hit dice are immune to this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Teleport\nLevel: 4\nSchool: Conjuration\nClasses: Paladin, Ranger, Warlock, Sorcerer\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: your own blood shed as result of damage you have taken\nDescription: As a reaction to taking damage, you can teleport to an unoccupied space that you can see or have seen, up to four times your movement speed away from your original position."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Tentacles\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Creature Takes Physical Or Necr\u00f3tic Damage\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You target a creature within range that has just received bludgeoning, piercing, necr\u00f3tic or slashing damage and manipulate the blood that spills out of its wound, creating blood tentacles that lash out in every direction. Any creature within 10 feet of the target must make a dexterity saving throw or take 2d8 slashing damage. Creatures that don't have blood cannot be targeted by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d8 for every spell slot level above first."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blood Transfer\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You sacrifice some of your health to mend another creatures injuries.You take 1d6 necrotic damage, and one creature that you touch regains a number of hit points equal to half of the necrotic damage you take.\n\nAt higher levels: The damage that you recieve from this spell increases by 1d6 when you reach 5th level(2d6 Damage); 11th level(3d6 damage); 17th level(4d6 Damage)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodbridge\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 2 golden needles\nDescription: You touch two creatures and draw blood from one of them, the \"donor\", channel it through yourself, and infuse it into the other, the \"recipient\". This causes the donor to lose 1d6 hit points, and the recipient to receive temporary hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Dexterity saving throw to evade your grasp. Undead and Constructs are immune to this spell.\nThis 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: Bloodbridge, Variant\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 2 golden needles\nDescription: You choose two creatures within 15 feet of yourself and draw blood from one of them, the \"donor\", channel it through yourself, and infuse it into the other, the \"recipient\". This causes the donor to lose 1d6 + spell casting modifier hit points, and the recipient to receive hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Constitution saving throw to resist the effects of the spell. On a successful throw, the spell is half as effective. Undead and Constructs are immune to this spell.\nAt Higher Levels. When casting this spell with a spell slot higher than 1st level, the damage/healing increases by 1d6 for every level after 1st level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodied Spittle\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You bite your lips, mixing the blood with the saliva and spit towards a target's eyes. Make a ranged spell attack, and on a failed save, the creature is blinded. A creature can use an Action to wipe the saliva from its eyes.\nAttacks made against creatures larger or smaller than you have disadvantage. Creatures that have more than two eyes are immune to this feature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodletting\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a weapon you wield that causes slashing or piercing damage\nDescription: With a simple flourish, you turn a weapon into a deadly implement, imbuing a weapon you hold with the power to wound grievously. The next time that weapon deals damage to a creature, the attack causes additional 1d6 necrotic damage and the creature must succeed on a Constitution saving throw. On a failed save, thet target starts to bleed.\nA bleeding target loses 1d6 hit points at the start of each turn for the duration of the spell. A Wisdom (Medicine) check against your spell save DC ends the spell. The spell also ends if the creature regains at least 1 hit point."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodshot Eyes\nLevel: 2\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a vial of blood\nDescription: You can see any creatures that have blood within 30 feet. This allows you to see creatures even if they are heavily obscured (due to darkness for example), invisible creatures and creatures behind solid objects. Each 1 foot of solid object counts as 10 feet for the purposes of using this special sight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodsurge\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You touch a creature, and transfer your life force to it. You take necrotic damage equal to 1d10 plus your spellcasting ability modifier, which can't be negated or reduced in any way. The target gains hit points equal to the amount of life lost this way, and temporary hit points equal to half that amount.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you take 1d10 additional necrotic damage and the target gains that many additional hit points for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodtap\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You tap into the latent energy inside every being. You take necrotic damage equal to four times your level. This damage cannot be reduced or negated in any way.\nYou may cast another spell on the same turn as this spell. Until the end of your turn, any spells cast by you deal maximum damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloodwhirl\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: S\nDescription: Whenever the target takes damage, they regain a number of missing hit points equal to their constitution modifier. Hit points gained in this way cannot exceed the total damage suffered by the triggering damage roll.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, the number of missing hit points gained increases; 1 additional hit point per damage dice rolled during the triggering damage roll with a 5th-level slot, 2 with a 7th-level slot, and 3 with a 9th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloody Sacrifice\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Druid, Paladin, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point your finger at a corpse or undead within range and cause it to explode in a burst of vile energy which harms your enemies but heals your allies. Choose one corpse or undead creature with a CR of 1/4 or lower that you can see within range. If you choose an undead, it must succeed on a Constitution saving throw or be affected by the spell. An undead that you control automatically fails the save. The target then begins to balloon and bloat in size and explode in a 30-foot radius. Each non-undead hostile creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 + your spellcasting ability modifier necrotic damage. On a successful save, a creature takes half as much damage. Each allied or undead creature in that area instead regains a number of hit points equal to 4d6 + your spellcasting ability modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher this spell deals an additional 1d6 necrotic damage and heals an additional 1d6 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bloody Shell\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S\nDescription: You touch a creature who is below its maximum hit points. That blood from the wounds solidifies, forming a carapace-like structure, granting them temporary hit points equal to their maximum hit points - their current amount of hit points. The maximum of temporary hit points granted by this spell equals 10.\nConstructs and creatures without blood can't be targeted by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points granted by this spell increases by 5 for level of spell slot above 1st-level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blow Mind\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Self (15 Foot Radius)\nDuration: 10 Minutes\nComponents: V\nDescription: You utter a statement so profound that everyone suffers extreme mental stress trying to understand the magnitude of what you said.\nAll creatures within range, that can hear and understand you, must make an Intelligence saving throw, taking 4d8 psychic damage on a failure.\nIn addition, a creature which failed the save cannot take reactions, cannot maintain concentration on spells, and has their movement speed halved. They may repeat the Intelligence saving throw at the end of each of their turns, ending the effect on a success. If a creature succeeds on this saving throw, they become immune to the non-damaging effects of blow mind for 24 hours.\nIf you are able to communicate with other creatures using telepathy, you may use it to ignore this spell's restrictions on a target needing to hear and understand you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blue Death\nLevel: 0\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You surround a creature in illusion magic to make them believe that they are in a life-threatening scenario. A creature you see within range must succeed a Intelligence saving throw or take 1d6 psychic damage. In addition, they have disadvantage on the next Intelligence saving throw they make before the end of its next turn.\n\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: Blue Shield\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You create a blue circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range, or directly under your feet. The disk remains for the duration, and can hold up to 300 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nYou can stand on top of it and lean in any direction to cause it to move. It has a movement speed of 35 feet while you are riding it. If you move across a gap of 10 feet or more while riding the blue shield, your falling speed slows to 30 feet per round. You must succeed an Acrobatics check with dc 10 plus half of the distance to the ground divided by 10 to stay on the blue shield or fall off and take half falling damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher the size and weight capacity of the blue shield increase. The increase is measured by multiplying the level of the spell slot. This can allow others to ride the shield with you. When you cast this spell using a spell slot of 3rd or higher, You can use it to fly (surfing through the air)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Body Enhancement\nLevel: 6\nSchool: Transmutation\nClasses: Bard, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a 1lb weight\nDescription: You touch a creature and bestow upon it an all encompassing physical buff. The target gains the following effects until the spell ends.\nStrength of an Ox. The target has advantage on Strength checks and Strength saving throws.\nQuick as a Falcon. The target has advantage on Dexterity checks and Dexterity saving throws.\nSturdy as a Willow. The target has advantage on Constitution checks and Constitution saving throws.\nSpeed of a Cheetah. The target's movement speed is increased by 10 feet and moving through nonmagical difficult terrain costs them no extra movement."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bodysnatch\nLevel: 1\nSchool: Necromancy\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Day\nComponents: V, S\nDescription: This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.\nShould you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.\nAt Higher Levels: For every spell slot level past 1st level, you can use this spell on a creature one size category or higher than you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Boil Blood\nLevel: 8\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You point your finger at a creature you can see within range, and its blood begins to boil. The target must succeed on a Constitution saving throw, taking your choice of 8d10 fire or necrotic damage on a failed save. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes the spell's damage again. This spell has no effect on undead or constructs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Boil Cistern\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Artificer, Cleric, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 5 Feet (10-Foot Cube Or Cylinder)\nDuration: 24 Hours\nComponents: S, M\nMaterial cost: a piece of tinder which is consumed, a piece of flint and a piece of steel\nDescription: Boil up to a 10-foot cube or cylinder of still water for 24 hours. As long as there is no current or running water in the area of the spell, this will even work within a larger volume of water, with the boiling area being 'contained' in a 10-ft cylindrical area. Creatures unfortunate enough to be caught in the boil cistern area of effect must make a DC 15 Constitution save each round to avoid taking 1d6 points of damage. Stone, metal, and skeletal creatures do not have this issue.\nIf the water is in a river or stream, tidal area, or is in some other way affected by currents, the spell will dissipate after 1 minute.\nIf formerly still water starts moving, the spell will dissipate. Slowly draining the water or slowly adding water to the area will not cause the effect to dissipate. You may drain or add as much as 1 cubic foot per round.\nIf you find an eddy of appropriate size at the edge of a stream or river in which the same water mostly recirculates, you may cast this spell there, and it will work.\nIf cast this fully underwater, this spell boils a 10-foot sphere of water instead.\nIf the area of water that you cast this on is an actual cistern or water tank then you may cast this spell there every day for a year. Once you have done this, the cistern becomes permanently boiling and can provide hot water (for an entire castle for example) as long as the cistern remains intact. Doing this is often how artificers and bone collectors earn their keep.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may boil and additional adjoining 10-foot cube of still water for each level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bolt of the Storm\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: An orb of crackling energy appears in your hand and lasts for the duration. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell and as an action on your subsequent turns, you can hurl a bolt of lightning from the orb to a point you can see within the range. Each creature within 20 feet of that point must succeed on a Dexterity saving throw or take 3d12 lightning damage plus 3d12 thunder damage. Flammable objects in this area that aren't being worn or carried are ignited."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bolt of Time\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You send out an orb of warped time to a creature within range and try to manipulate its cognitive function. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 force damage and can't take a bonus action until the end of its next turn.\nThis 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: Bolt Strike\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A melee weapon worth at least 1 sp\nDescription: Calling forth from the air around you, your weapons wreaths itself in lightning as you strike. 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\u2019s normal effects and lightning shoots out in all directions from them. Choose up to 3 creatures within 10 feet of the original target. Each of those creatures must make a Dexterity saving throw against your spell save DC or take lightning damage equal to your spellcasting ability modifier.\nThe spell\u2019s 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: Bomb\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a glass vial, which the spell consumes\nDescription: You fill a vial with a volatile mix of alchemical compounds and hurl it toward a point within range. Each creature within a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 nonmagical bludgeoning damage.\nThis spell\u2019s 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: Bone Cleaves Steel\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Aura)\nDuration: 1 Minute\nComponents: V, S\nDescription: The caster creates an aura to magnify the bond between themselves and their nearby undead, enhancing their physicality. Undead controlled by the caster within the aura receive these benefits:\nSynchronized: Undead can receive a new order telepathically each turn without the use of a bonus action\nArmor Piercing: Physical attacks by undead gain +1 to hit per 5 AC of target\nNecrosis Link: Successful physical attacks by undead deal extra necrotic damage equal to the caster's proficiency\nRallied: Undead gain +15ft movement range"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Crushing Hug\nLevel: 3\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Reaction\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Bone Crushing Hug is a very physical spell. It is cast as a reaction to either a grapple or a body slam.\nReaction to Grapple\nIf you become grappled by a creature, or a creature grapples you, the creature makes a Constitution saving throw.\nOn a failed save, they take 6d6 force damage, are stunned for 1 round, and have their movement speed halved for 1 minute. And the grapple ends. They may repeat the saving throw at the beginning of each of their turns, ending the effect as a success.\nOn a successful save, they take half as much damage and suffer no other effects.\nBody Slam Without a Grapple\nAs an action, the caster may body slam the opponent if there is no grapple. The opponent makes a Dexterity save. The spell is cast as a reaction to the end of the caster's movement in a round.\nOn a successful save, the opponent takes half force damage.\nOn a failed save, the opponent takes 4d6 force damage, and is stunned for one round, and has its movement halved for one minute.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 points per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Lore\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Druid, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: incense worth at least 10 gp, which the spell consumes, and four ivory items worth at least 10 gp each\nDescription: Hold a piece of bone. The spell brings to your mind a brief summary of the significant events in the life of the creature it came from. The lore might consist of birth, death, major encounters, close relationships of the creature etc. The information obtained will also include relevant names. The information could be merely mundane, or it could include legends or secret events that the creature was an important part of."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Read\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You choose and touch a skull within your reach. While you hold the skull, you gain the senses the creature who owned that skull head when it was alive, seeing how the creature would see. While concentrating on this spell, you are blinded and deafened to your character's sight and sound, as your senses are temporarily transferred to the senses of the creature's skull."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Rush\nLevel: 2\nSchool: Conjuration\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 10 Minutes\nComponents: V, S\nDescription: You summon a bone the size of a shortsword, using it as a melee weapon. As an action, you can make a melee spell attack with your bone. On a hit, roll 1d4. The result is the number of times you hit the enemy, and the damage die for each hit is 1d6 force damage. For the duration of the spell you may dismiss or re-summon the bone(s) to your hand(s) as a bonus action.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you instead summon two bones, causing what you roll on the d4 to double upon roll."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Shield\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, 1 Minute\nComponents: V, S, M\nMaterial cost: four shards of bone\nDescription: You create four bones that spin and float around you. Each with an innate will to block attacks for you. Each time you are attacked, the bones will block, and be destroyed; this happens even if an attack roll would miss you.Whenever an attack that deals one of those types of damage hits you, one bone is destroyed. If an attack that is blocked is a critical, it instead breaks 2 bones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bone Telling\nLevel: 6\nSchool: Divination\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: Bones carved in the form of dice and/or coins\nDescription: You spend the ten minutes of the spell throwing your carved bones (which you must have in order to cast the spell) and reading what they tell. Choose a creature or person you have at least heard the name of. The bones will allow you to learn details such as their alignment and race/species if you had not already known.\nWith a successful DC 16 Intelligence (Investigation) check, you also learn all the languages they speak, all the damage and condition immunities they possess, and (to the DMs discretion) a basic description of what the choosen target is doing at the moment of casting the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 7 or higher, the cast time and duration reduce to 5 minutes instead"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bonesword\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: one bone at least 6 inches long\nDescription: A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).\nYou may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. If using the variant spell points rule, you must use 1 magic point per bone in addition to using your bonus action. All bones will transform back upon the spell's end, and will be destroyed of the spell is used on them again.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living creatures increases by 2d6 and damage inflicted on good-aligned creatures increases by 1d6 for each two slot levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bonesword, Variant\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: one bone, which the spell consumes\nDescription: A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. While wielding the bonesword, you are proficient with it. It deals an extra 2d6 damage against living creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing) or necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Boom Beat Arrow\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 6 Seconds\nComponents: M\nMaterial cost: a range weapon worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s casting and make a Range attack with it against one creature.The target suffers the weapon attack\u2019s normal effects and is sheathed in booming energy.\nWhenever, the creature makes a step(for every 5ft), it makes a booming beat from within it and takes 1d4 thunder damage.\nAt Higher Levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target on a hit and the damage taken for moving also becomes 2d4. The damage becomes 2d8 at 11th level and moving damage becoming 3d4, 3d8 and 4d4 at 14th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Booming Shield\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You touch one willing creature and a spectral chest plate manifests on its body, which surges with electricity. While this spell is active, the creature gains +1 to its AC. In addition, when it is hit with a melee weapon attack, all creatures within 5 feet must make a successful Constitution save or be pushed 5 feet away from the creature and be knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Booming Word\nLevel: 3\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self (120-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: You utter a divine word that booms with the true voice of gods, audible from up to a mile away. All creatures other than you within a 120-foot radius sphere centered on yourself must make a Constitution saving throw, taking 8d4 thunder damage and becoming deafened for one minute on a failed save, or taking half as much damage on a success. The area of effect spreads around corners.\nAt higher levels. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures you can see to be unaffected by the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bore Hole\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Sight\nDuration: Instantaneous\nComponents: V\nDescription: You create a hole in the ground with a diameter of 10 ft in a location that you can see. The hole can be up to 15 ft deep."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Boreal Strike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Your weapon emanates a misty cold aura of subtle and scintillating colors, freezing all in its path.\nAs part of the action used to cast this spell, you must make an attack with a weapon, causing that weapon to emit dim light out to a range of 5 feet. On a hit, the target suffers the attack's normal effects, takes an extra 1d4 cold damage, has its speed reduced by 10 feet, and any movement in any direction provokes an opportunity attack, even if it attempts the disengage action, until the start of your next turn.\nThis 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: Boreale's Deep Strike\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a small speck of steel\nDescription: Touch one creature when you finish casting this spell. The next time this creature rolls initiative, they instantly vanish into the Ethereal Plane. At the start of their next turn, they reappear up to 100 feet away from their original location. They cannot appear within 10 feet of a hostile creature.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch one additional creature for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Boulders of Winter\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause moisture in the air to condense creating up to two icy boulders within range. Each boulder is a rough sphere that has a diameter of 5 feet and a height of up to 10 feet. They immediately slam into the ground, damaging and pinning any creature underneath.\nIf a boulder falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and 2d6 cold damage and is restrained as the boulder pins them against the ground. On a successful save, a creature takes half as much damage and must then move to the nearest unoccupied space within 5 feet of where the boulder fell.\nA restrained creature can use an action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained and must move to an unoccupied space within 5 feet of the boulder they were pinned by.\nBeginning on your next turn, you can use your bonus action to cause one or more of the boulders to shatter. Each creature within 5 feet of a shattered boulder must make a Dexterity saving throw, taking 2d6 bludgeoning damage and 2d6 cold damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the boulder when it shattered, they are no longer restrained.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional boulder for every two spell slot levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bound Dead\nLevel: 5\nSchool: Necromancy (Ritual)\nClasses: Wizard\nCasting time: Instant\nRange: 30 Ft.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Any small object that can easily have something written on it, such as a slip of paper and an undead creature you have summoned or created.\nDescription: While holding the object with which you wish to bind the undead creature you have summoned, and performing the somatic component, the desired creature vanishes in a puff of black smoke, and a sigil is drawn or inscribed upon the object, indicating your undead servant has successfully been bound. Any time you have control over the creature you've bound to the object will pause while it is bound to the object, and resumes on the time they had remaining once released. Once the creature is released, it appears in a puff of black smoke in your desired location within 15 ft., and they will behave as normal. Once released, the object they were bound to will be destroyed. Up to 3 undead creatures can be unbound per turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bound Weapon\nLevel: 2\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard\nCasting time: See Below\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways.\nBind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use.\nCall. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bound Weapon, Variant\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Paladin, Ranger, Sorcerer, Wizard, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You summon an ethereal martial or simple weapon of your choosing into existence for 1 hour. You will be considered proficient with the weapon, and it will function like its normal counterpart except that it is weightless, considered to have the Finesse property, and creates its own ammunition if its normal form uses it. If a weapon has the Heavy property, it will lose that property; however, the weapon's damage die will be reduced by 1 step. (Ex. 2d6 greatsword->1d12 greatsword).\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon you conjure becomes more powerful and gains some new properties. You can now forgo the finesse property to use your spellcasting modifier for its attack and damage, and you no longer require concentration to maintain the weapon for the duration. Additionally, you may choose to attune yourself to a specific weapon during a short rest. If you do so, the weapon will remain in existence until you dismiss it. You cannot be disarmed while wielding the weapon by any means, and you may now summon it as a bonus on your turn rather than an action. When attuned, you will treat the associated spell slot of the spell tier the weapon was conjured at as if it had been expended, and the spell slot cannot be regained until you unattuned yourself from it. If a weapon is attuned to then you may not summon any other weapons using this spell until you unattuned yourself from it.\nWhen you cast this spell using a spell slot of 5th level or higher, the weapon gains the returning and thrown (20/60) property if it is a melee weapon. It also gains a +1 to its damage and attack rolls, and the weapon is now considered magical to bypass both resistances and immunities. Additionally, if you do not have the extra attack feature or a similar feature while attuned and wielding this conjured weapon, you can make a number of attacks when taking the attack action equal to half of your proficiency bonus (rounded down).\nWhen you cast this spell using a spell slot of 7th level or higher, the weapon now has a +2 to its attack and damage rolls, and if attuned during a long rest, you may choose one damage type. The weapon will now deal an additional 2d6 of the damage type you choose once per round. You may change the damage type to another of your choosing during a long rest.\nWhen you cast this spell using a spell slot of 9th level, The weapon is now considered a +3 magical weapon and treats creatures wearing armor as if the armor was not equipped"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bounding Flame\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a magical flame which appears in your space, and harms other creatures but not you. The flame effectively fills a 5-foot cube, and persists for the duration. It sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. When you cast this spell, you can move this flame up to 10 feet in any direction along the ground. You can move it again on subsequent turns by using a bonus action. Whenever the flame moves into a creature's space, that creature must make a Dexterity saving throw. If a creature moves through or into the flame's space on its own turn, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage.\nThis 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: Boy II Man's Curse\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: See Below\nComponents: V, S\nDescription: You utter the words \"I challenge you to RO SHAM BO!\" causing the target to tremble before being overwhelmed by an urge to accept your challenge.\nTarget one creature within range that can see you and understand you. The spell fails if the target's intelligence is less than 7. If the target succeeds the saving throw, the spell ends and they are immune to the effect for 24 hours. If the target fails the saving throw, they are afflicted with the spell's curse.\nOnce a target falls under the curse, both you and the target must use your turns to play Rock Paper Scissors against one another, with the DM standing in the place of the creature if it is an NPC. If the creature wins 3 bouts of Rock Paper Scissors, it becomes immune to the spell for one year and the spell ends. If the creature loses 3 bouts of Rock Paper Scissors, it instantly dies if it has less than 200 hit points.\nIf you or your target are incapacitated before the spell concludes, the spell ends immediately with no further effect.\nTo play Rock Paper Scissors, you may either play traditionally, challenging the DM to face you in Rock, Paper, Scissors, or you may play with a D6. Numbers on the die can be decided by the GM as to what represents Rock, Paper, and Scissors. However, at least two numbers must be set to each gesture."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Brain Wash\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Indefinite\nComponents: V, S, M\nMaterial cost: a perfectly clear gemstone, which becomes opaque after casting\nDescription: After touching the skull of the target creature, you implant a false memory within their mind. An unwilling creature may make a Wisdom saving throw to resist the effects. This memory may be as implausible or strange as you desire, and unless it runs in direct parallel to already known truths, they believe it.\nSuch memories can include being some form of royalty(and likely losing their crown), being beside a criminal for an entire day they were suspected for a crime, or being capable of casting magic they otherwise couldn\u2019t. One they would likely disbelieve is a new childhood, but the seeds of doubt may be sowed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Brand\nLevel: 1\nSchool: Abjuration\nClasses: Wizard, Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 8 Hours\nComponents: V\nDescription: You verbally identify one non-magic item within 5 feet of you marking with a magic sigil which binds it to your spirit. The sigil breaks if you cast the spell on another object, if you move more than 150ft away from the object or if the object moves onto a different plane of existence than you are. Any creature that attempts to move the object must make a wisdom saving throw or be physically unable to lift the item or remove it from your person. The spell continues on the object even if it is taken with a save needing to be made every hour. If a creature fails this save, the item slips out of their hand falling straight down in their square. You can destroy the sigil at any time with no action required by you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Brand of Undeath\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: Self (1-Mile Radius)\nDuration: Concentration, Up To 1 Week\nComponents: V, S, M\nMaterial cost: a black diamond worth at least 1000 gp and an object containing an evil spirit\nDescription: Causes all affected targets to be transformed into the undead should they die while under the spell's effect.\nAny living humanoid (aside from a select few of your choice) within a mile of the caster must make a either a wisdom or constitution save (Whichever is higher) or become branded with dark energies. They will be unaware of this effect, but every night that it is active upon them they will have terrible nightmares and may make a Wisdom (Insight) check to realize they have been cursed. Should they die while under this effect, (should their bodies not be cleansed or destroyed) they will reanimate 24 hours later (Or one hour later, if they were killed via necrotic damage) as a random undead. They will be uncontrolled, but non-hostile towards the caster. The caster may take an action to attempt to assume control of any undead created by this effect. The undead they are attempting to control makes a wisdom saving throw, and on a failed save becomes falls under the caster's control for 24 hours. The caster may also designate any number of other creatures for the undead to be nonhostile towards.\nWhen an undead is created via this spell, roll a d20. On a 1 to 3 their flesh is seared away and they become a skeleton. On a 4 to 12, they become a zombie. On a 13 to 17, they become a ghoul. On an 18 to 19, they become a ghast. On a 20, they become a wight"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Breath of Malice\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Your jaw opens before a gigantic, glowing cone of malice\u2014pure hatred in a physical form\u2014blasts into what lays before you. Each creature in a 120-foot cone must make its choice of either a Dexterity saving throw to take cover, or a Charisma saving throw to resist malice from overtaking its soul. A target takes 4d12 necrotic damage and 4d12 force damage on a failed save, and half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the force damage or necrotic damage (your choice) increases by 1d12 for each level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Breathless Cyclone\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a skull\nDescription: You throw a skull that you have infused with your magic, which creates a whirlwind of bones. You can make the whirlwind up to 30 feet wide and 50 feet tall. The whirlwind rages from the skull, and moving the skull moves the whirlwind appropriately. When the whirlwind appears, all creatures within its radius must make a Dexterity saving throw. On a failed save, they take 2d12 bludgeoning damage, or half as much on a successful save. Airborne creatures have disadvantage on this save. Creatures that enter the whirlwind or end their turn within the whirlwind take 2d12 bludgeoning damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each level above 1st level, and the maximum width and height of the whirlwind increases by 10 feet for each level above 3rd level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Briars of Punishment\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self (5Ft Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A rose stem\nDescription: By inflicting the caster with damage via the caster\u2019s arcane focus, blood briars are formed around the caster in a 5ft radius. When casted, it deals 1d4+proficiency bonus piercing damage to the caster. All targets inside the radius of the briars must make a dexterity saving throw and if the target(s) had damaged the caster on the target\u2019s previous turn, they make the save with disadvantage. On a failed save, the target(s) takes 1d12 piercing damage plus the damage done to the caster for casting the spell. On a successful save, the target(s) takes 1d6 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage done to the target(s) by 1d12 piercing damage per level. When casted using a spell slot of 6th level or higher, the radius of the briars increases by 5ft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Briars of Sin\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: A Line 10Ft Wide By 30Ft Long\nDuration: 30 Seconds\nComponents: S, M\nMaterial cost: A rose stem\nDescription: By inflicting the caster with damage via the caster\u2019s arcane focus, blood briars are formed in an arcing line from the caster 5ft wide by 30ft long. When casted, it deals 1d4+proficiency modifier piercing damage to the caster. Make a ranged spell attack, all targets inside the line of briars takes 1d8 piercing damage plus the damage taken by the caster. The briars linger for 30 seconds making the terrain difficult and every turn a creature starts its turn inside the briars, it takes 1d4 piercing damage. The first time a creature enters the briars while they are lingering, it takes 1d4 plus the proficiency modifier of the caster in piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the initial casting for the targets is increased by 1d8 piercing damage and the lingering damage is increased by 1d4 piercing damage per slot level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bronip's Orbiting Hammer\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a warhammer\nDescription: You cause the warhammer that is the spell's material component to fly around you until the spell ends. When you cast the spell \u2014 and as a bonus action on each of your turns thereafter \u2014 you may make a ranged spell attack against a target between 5 feet and 15 feet from you. On a hit, the target takes 2d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional warhammer for every two slot levels above 2nd. The warhammers may target different creatures."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Brutal Blade\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, 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 critical hit, the target suffers additional damage equal to your spellcasting ability modifier.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 on a normal hit, and on a critical hit it deals an additional 2d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8). Additionally, at 11th level a critical hit is scored on a 19 or 20."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bubble Blast\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: All creatures in a 15 ft cone must make a Dexterity saving throw, taking 2d6 cold damage on a failed throw and half as much on a successful one.\nAt Higher Levels. This spell's damage increases by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6). Additionally, at 17th level if a creature other than the caster moves through the area the cone covered during the next minute must make a Dexterity saving throw or be knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bubble Spray\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Concentration, Up To 1 Round\nComponents: V, S, M\nMaterial cost: a bar of soap\nDescription: A spray of bubbles fire from your hand creating a pinkish misty cylinder in the area for the duration. Any creature in the area have disadvantage on attack rolls and Wisdom (Perception) checks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bullet\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Ranger, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a spellcasting focus\nDescription: Raising your wand, finger, or other pointy end, you conjure a metal bullet and blast it at a target you can see within range. Make a ranged spell attack against the target, dealing 4d6 piercing damage on a hit. Hit or miss, the projectile then vanishes.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can enhance it in a number of ways. Pick from among the following for each spell slot above 1st:\nQuick Draw. You may cast this spell as a bonus action, or as a reaction in response to a creature you can see within range making a weapon attack.\nSure Aim. You gain a +1 bonus to your spell attack with this spell, and the damage increases by 1d6. You may pick this multiple times.\nDead Eye. The spell's range doubles, and the damage increases by 1d6. You may pick this multiple times.\nBig Shot. You may make a another ranged spell attack against an additional target you can see within range. Firing this fast incurs a cumulative -1 penalty to your attack roll against each target beyond the first. You may pick this multiple times.\nBeast Hunt. The bullet becomes solid silver. Damage dealt by this spell ignores all damage resistances and immunities.\n\n\n\nDesign Note: A god whose portfolio includes the Forge domain might grant this spell to those they favor: examples include Forge domain clerics, Divine Soul sorcerers, or Oath of the Gun paladins. If a god grants you a spell this way, it doesn't count against the maximum number of spells you can know or prepare. Consult your DM if you wish your character to benefit from this option."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bullet Rain\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: M\nMaterial cost: 20 Bullets\nDescription: Description[edit]\nWhen the Player throws Bullets into the air they disappear which in turn causes the AOE effect \"Bullet Rain\" to occur in a 120ft radius\nEvery turn for the next 1D8 turns; enemies must succeed a Dexterity saving throw. If unsuccessful; deals 1D6 damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bulletproof\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: For the duration of the spell, the creature you touch has immunity to damage from firearms. This immunity only applies to damage caused by direct hits from firearms - exploding grenades and bombs, the splash damage from rockets, missiles, etc. bypass the protection provided by this spell and still damage the creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Burning Orbs\nLevel: 1\nSchool: Evocation\nClasses: Druid, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You summon 1d8 orbs of flame in the palm of your open hand. As part of casting this spell, you can make a ranged spell attack against an object or creature in range by shooting one or more orbs. If you summoned multiple orbs, you can shoot any number of them, and they can have the same target or different ones within range. You must make a ranged spell attack roll for each orb you shoot. On a hit, each orb deals 1d4 + 1 fire damage.\nAny orbs you do not shoot upon casting this spell remain in your hand for the duration, and you can use an action to shoot any or all remaining orbs. If that hand becomes otherwise occupied, an effect would extinguish the flames, or have shot all motes, this spell ends. While you have at least one orb in your hand, it provides light as a torch.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one extra orb for each spell level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Butterfinger\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: An ounce of butter, which the spell consumes\nDescription: Channel the power of slippery things that be into a devestatingly effective attack.\nMake a melee spell attack against a target. On a hit, they must make a strength saving throw. On a failure, they instantly drop everything they are wearing and carrying, including any equipment, armor, shields, or other items, at their feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: B\u00e8ta Radiation\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You release a radioactive ray of B\u00e8ta Radiation.\nEach creature in the 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage, 2d8 force damage, and 1d8 poison damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level, the damage increases to 6d8 necrotic, 4d8 force and 2d8 poison Damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Calamitous Strike\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You Hit A Creature With A Weapon Attack\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You utterly obliterate the creature you hit with your attack. Instead of dealing normal damage for your attack, the creature you hit must make a Constitution saving throw, taking 20d10 damage of your weapon's damage type and 20d10 force damage on a failed save, or half as much damage on a successful one. This damage bypasses the damage resistances and immunity of any creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Calder's Starry Sky\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: an unblemished silver mirror\nDescription: You project a map of the stars into the air.\nA completely accurate starmap of the local sky is projected upwards from the mirror onto the surface above the mirror (such as a ceiling) or 30 feet into the air if there is none. At any time after the initial casting, you can use an action to lower the projection or zoom in to or out of a portion of the map. You can also touch a star on the map and learn its name as a bonus action. It can be used to study the sky or, if cast outside, aid in navigation during the day or on overcast nights"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Bird\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Druid, Ranger, Sorcerer\nCasting time: 6 Hour\nRange: 30 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A handful of seeds.\nDescription: Choose one bird of small or tiny size that you can see, that has a CR below that of 1/8, within range. The user mimics the call of the bird, before feeding it. If the type of bird chosen is not intelligent enough to understand speech, it can now understand simple commands such as \"Attack this Zombie,\" or \"Bring this message to the Mayor.\" You may only have one bird under your control at a time.\nIn combat, you can issue commands as an action, but if the commands are unreasonable, or too complex to understand, the bird will not obey. [DM has the final ruling.] If the type of bird is not listed in the 5e Monsters Manual, apply the statistics of a roughly equivalently-sized bird.\nThe bird will follow you if it is not currently under an order, until it is dismissed or killed. The bird may leave to hunt or scavenge for food on its own, when not currently under an order, but will never fly too far from you to hear your call. If the bird is placed in a cage, the effect will wear off.\nIf you use this spell while you already have a bird from this spell, the original bird then breaks free from your control"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Guardian\nLevel: 7\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth 5,000 gp, which the spell consumes\nDescription: You summon a creature with a Challenge Rating of 10 or lower, which appears in an unoccupied space within range. The creature is bound to an area no more than 300 feet across; it will not voluntarily leave the limits of the area, and should it be forced out of the area it will vanish and reappear within the boundaries of the area 1 round later. The creature guards the area and defends itself from hostile creatures; you can give it further instructions on how exactly it guards the area and how it responds to creatures entering the area. For example, you can order it to attack certain types of creatures on sight, allow other creatures to pass without bothering them, or give a verbal warning to creatures which enter the area and only attack when they refuse to leave.\nRegardless of the senses the creature normally has, it possess blindsight and truesight to a range of 120 feet.\nIf the creature is reduced to 0 hit points, it does not die; instead, it merely fades away, \"respawning\" within the area after 1d4 days with all its hit points restored. The creature disappears for good after a year and a day"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call of Crusaders\nLevel: 5\nSchool: Conjuration\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a weapon in hand\nDescription: Raise your weapon high as you call forth a spectral paladin to aid you, graced to you from your deity.\nUntil the spell ends, your deity sends down the soul of a devout paladin to aid you in battle. You summon 1 paladin within a radius of 30 feet of you. Equipment that the paladins are summoned with cannot be worn by another creature. If attempted, the equipment becomes spectral energy and goes back onto the paladin it was taken from. The paladin follows your commands and will follow the commands of those you choose. Otherwise, it will defend itself.\nAn oath of the gun paladin must summon a paladin gunslinger instead"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call of the Sussura\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a miniature whistle worth at least 1 sp\nDescription: The sussura is a now-extinct creature (you can find it in Advanced Dungeons and Dragons 1e: Fiend Folio). It had the strange ability to make undead stand fixed in a trance. With this spell, you blow softly through a small whistle as mentioned as the material component. All undead creatures within range must make a Wisdom saving throw to avoid falling into a trance.\nIf a target has a CR of 1 or lower and it fails its save, it is stunned for the duration of the spell or until it is physically disturbed. If the target has a CR of 1 or lower and succeeds on its save, it has disadvantage on its next attack roll or saving throw.\nIf the target has CR higher than 1 and fails its save, it has disadvantage on its next attack roll or saving throw. If the target has CR higher than 1 and succeeds on its save, it is unaffected.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects undead 1 CR higher for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call of Valors\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Until Combat Ends Or All Guardsmen Are Defeated.\nComponents: V, S\nDescription: Requirement: Favor of the God-Emperor of Mankind. This spell does not occupy or consume spell slots, but it requires 3+2d10 long rests between uses.\nWhen you cast Call of Valors, you summon a group of Ethereal Militarum Guardsmen from the Astronomican to fight by your side. These elite guardsmen appear in the empty space around you, numbering 13 in total and ready to wage war against the enemies of mankind.\nThe Ethereal Guardsmen possess several powerful traits during the duration of the spell:\nAdvantage in Attack Rolls: The Ethereal Guardsmen have an innate advantage in their attack rolls, reflecting their exceptional training and discipline.\nResistance against non-magical Damage: The guardsmen exhibit resistance against all non-magical damage, allowing them to withstand the blows of enemy attacks with greater resilience.\nMagical Attacks: All attacks made by the Ethereal Guardsmen are considered magical, bypassing resistances or immunities to non-magical damage.\n\nThe guardsmen will faithfully follow you and engage in combat until either they are defeated or there are no enemies left within range. Once all enemies have been vanquished, the guardsmen will return to the Astronomican, ending the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Society\nLevel: 2\nSchool: Illusion\nClasses: Artificer, Bard, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a badge, letter, or other symbol of membership, which is not consumed but must be on your person while casting this spell\nDescription: Alerts other to your plight.\nYou point in a direction and cast this spell to alert other members of an organization you belong to, such as a Mages\u2019 Guild, that you require aid. The spell will travel in that direction. If it passes within 1 mile of a fellow member of your organization, it will divert to meet that creature and alert him or her as to your plight, giving that person a rough estimate of your location and a brief image of your situation. If it hits the end of its range without locating a fellow member, the spell will dissipate. This spell does not compel the recipient to aid you, but members of your organization are likely to be willing to help.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by one mile for every two slot levels above the 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Spectator\nLevel: 6\nSchool: Conjuration (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 20 Minutes\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: four beholder eyestalks, which the spell consumes\nDescription: You summon a spectator from another plane of existence to guard a location or treasure that you name, preventing anyone except the caster to enter that area or access that item, unless the caster instructs otherwise. The spectator appears in an unoccupied space that you can see within range. It guards that location or item for 101 years or until you end its service as an action, after which it has fulfilled its duty and is free to do as it wishes. If the item is stolen or destroyed before the years have all passed, the spectator vanishes back to where it came from. It otherwise never abandons its post."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Spirit Swarm\nLevel: 3\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A butterfly or butterfly effigy\nDescription: You call forth four swarms of ethereal butterfly spirits to aid you in battle, which appear in spaces you can see within range. A spirit swarm is a Medium swarm of Tiny fey with a flying speed of 40 feet, 30 hit points, an AC equal to 8 + your spellcasting ability modifier, and a Dexterity of 20 (+5). A swarm disappears when it drops to 0 hit points, moves out of range, or the spell ends. For the duration, you can use a bonus action to move each swarm up to its speed and then cause one of the following effects with it; if you don't order a swarm to cause a new effect, it will keep acting as a previously ordered or take the Dodge action if unable to.\nHarm: If the swarm occupies the same area as a creature, the swarm envelopes it. While enveloped, the target must make a Constitution saving throw at the start of each of your turns, taking 5d4 acid, cold, fire, lightning, or poison damage (your choice) on a failed save or half as much on a success. If the target moves during its turn, the swarm moves with it.\nHeal: If the swarm occupies the same space as a creature, the swarm envelopes it, granting it half cover. While enveloped, the target regains 4d4 hit points at the end of each of your turns, and the swarm loses an equal amount of hit points. If the target moves during its turn, the swarm moves with it.\nMerge: The swarm disappears and merges with another swarm within 5 feet, causing the target swarm to regain a number of hit points equal to the swarm's, giving it a +1 bonus to its AC, and increasing the damage dealt or hit points regained when it uses Harm or Heal by 1d4.\nMove: If the swarm occupies the same space as a creature, the swarm envelopes it and moves the target up to 20 feet in a direction of your choice. If you choose, this movement doesn't provoke opportunity attacks. Unwilling targets can make a Strength saving throw to remain in place.\nProtect: The swarm gains resistance to bludgeoning, piercing, and slashing damage, along with one other damage type of your choice, until you cause another effect with it. If the swarm occupies the same space as a creature, the swarm envelopes it, granting it three quarters cover and the same damage resistances as the swarm. If the target moves during its turn, the swarm moves with it.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm for each slot level above 3rd. Casting this spell with a 5th level spell or higher also removes the need for concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call to Adventure\nLevel: 6\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a sword, a shield, a holy symbol, a non-magical wand, a lock pick, 10 berries, a throwing star, an arrow, and a gem worth 20 GP, all of which are consumed by the spell\nDescription: You summon a team of 2d4 adventurers from across the multiverse whose total levels do not exceed your own.\nThey may be an existing team, or they may not know each other, or anything in between.\nThe adventurers summoned will be of varying classes, races, and alignments. They will be equipped as adventurers.\nThey will have similar levels to each other. So, for example if you are a 14th level caster and 5 characters show up, 4 of them will be level 3 and 1 will be level 2.\nYou do not control the characters summoned, nor do you determine their classes, races or alignments, nor whether they are an existing team.\nCall to Adventure is a dangerous spell to cast, and may even result in your death\nWhen you cast this spell it always results in a double surge of wild magic. Roll twice on the wild magic table on page 104 of the PHB.\nAny damage caused by the wild magic does not affect the characters summoned.\nShape change or polymorph wild magic effects on you are permanent until dispelled.\nA roll of 99-00 results in feeblemind on yourself.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher you may choose to have the number of adventurers that you summon equal the spell slot level used.\nIf you use a 9th level spell slot, you may choose the number of adventurers that show up anywhere in a range of 2 to 17 adventurers. You also don't need to make wild magic rolls anymore."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Camel's Drink\nLevel: 5\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 10 Minutes\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a glass bottle of camel lard and a palm leaf\nDescription: You fill an open container within range with up to 5 gallons of magically cool and refreshing drinking water. This water evaporates into vapor after 1 hour.\nA creature which drinks at least a pint of this water gains several benefits. The creature has advantage on Constitution saving throws to avoid exhaustion, can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march, doesn't need to drink more than two pints of water a day to stay hydrated, and has resistance to fire damage. These benefits last for 24 hours.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can fill one additional container for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cannon of Haima\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 50Ft.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A white gemstone worth at least 30gp\nDescription: A large, bright white ball arcs from the caster, upon impact with a target, it explodes in an even brighter explosion that affects other targets in the vicinity of the explosion. The initial impact can only hit one target and is a ranged spell attack dealing 2d10 damage. The following explosion covers a 10ft. Radius around the initial impact and forces all creatures in the radius to make a dexterity saving throw. On a failed save, the target(s) take 1d12 damage, on a successful save, the target(s) take half.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the following explosion increases by 1d12 damage. When casted using a spell slot of 8th level or higher, the following explosion\u2019s radius increases by 10ft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cantillate\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a tablespoon of honey\nDescription: You sing in perfect harmony, with your voice enhanced by magic. For the duration, you have advantage on your Charisma (Performance) checks. In addition, you can communicate messages trough this song with any creature that speaks celestial, infernal or abyssal, even though you don't speak such languages.\nAt Higher Levels. This spells duration extends to 10 minutes at 5th level, 1 hour at 11th level, and 2 hours at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Carian Greatsword\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Semicircle With A Radius Of 10Ft In Front Of The Caster\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Needs to be wearing a silver ring\nDescription: Materializing from the silver ring used in this spell, a magic, large translucent blue greatsword forms on your hand and slashes forwards. All creatures inside the area need to make a Dexterity saving throw, receiving 2d10 force damage on a failed save, or half as much on a succesful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the greatsword\u2019s damage increases by 1d10 slashing damage per level. When casted using a spell slot of 4th level or higher, you may cast it again as a Bonus Action on the same turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Carian Phalanx\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action Or Reaction\nRange: 20Ft\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: Needs to be wearing a silver ring\nDescription: You create 9 translucent magical blue blades that hover over your head for the duration, forming an arch above you. Choose one creature within range. The target must make a Dexterity saving throw, receiving 9d4 force damage on a failure, or half as much on a success. Alternatively, until the end of the duration, you may activate this spell as a Reaction when a creature enters it's range. In that case, the creature also loses all of it's movement until the beginning of it's next turn on a failure.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, another blade (dealing 1d4 piercing damage) is conjured with the other 9."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Carian Piercer\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 5Ft Wide By 15Ft Long Line In Front Of The Caster\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Needs to be wearing a silver ring\nDescription: Materializing from the silver ring used in this spell, a magic, large, translucent blue longsword forms on your hand and pierces forward a 5ft wide by 15ft long line in front of you. All creatures in the line must make a Dexterity saving throw. On a failed save, the target(s) take 2d10 force damage, or half as much on a succesful one.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pierce increases by 1d10 piercing damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Carian Retaliation\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Needs to be wearing a silver ring\nDescription: When being targeted by a spell or magical effect that is a ranged or melee spell attack or covers an area, you sweep your left hand from you right shoulder, expanding it to the left as in an opening a door movement. If the spell is of 3rd level or lower, you absorb it, making it have no effect. If the spell is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you absorb it. When you absorb a spell with this spell, 3 magical translucent blue blades appear above your head forming an arch. These blades last for 1 minute, during which at any point as a Bonus Action you may target a creature within 20 feet of you to make a ranged spell attack against, launching the blades against them, dealing 3d4 force damage on a hit.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell is absorbed if it's level is less than or equal to the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Carian Slicer\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Needs to be wearing a silver ring\nDescription: Materializing from the silver ring used in this spell, a magic, translucent blue short sword forms on your hand and quickly slashes in front of the caster. Make a melee spell attack, dealing 1d6 force damage on a hit.\nAt Higher Levels. This spell\u2019s damage increases by 1d6 slashing damage 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: Carrion Beetles\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A carrion beetle is called forth to consume a nearby corpse. After consuming the corpse, which takes 1 round, the beetle obeys your commands to the best of its ability. When it consumes the corpse, it can than lay eggs into its host and furthermore extend its bloodline. It takes 1 week for the eggs to hatch and there is an amount of eggs equal to your proficiency bonus plus your Intelligence modifier . Each of these beetles can attach themselves to a living host they each deal 1d4 piercing per beetle. And when the victim is killed they can transfer healing to you, equal to the damage output. each of these beetles has an AC of 14 (because of the tiny size) and 1 HP. they have a +5 to hit an enemy.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of beetles increases by four for each level beyond 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cascade of Thunder\nLevel: 6\nSchool: Evocation (Ritual)\nClasses: Druid, Warlock\nCasting time: 1 Minute\nRange: 350 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an emerald worth at least 250 gp, and a citrine worth at least 50 gp and a topaz worth at least 100 gp, which the spell consumes\nDescription: You summon a virulent thunderstorm that lasts for the duration, damaging creatures in range with electric shocks. Once when you cast this spell and at the start of each of your turns, you may use a bonus action to call forth a 20-foot wide, 100-foot tall cylinder of storm and gale crashes down upon a point within the range of this spell. Creatures caught within the cylinder must make a Dexterity saving throw, with disadvantage if the target is not on the ground. A creature takes 1d12 lightning and 1d12 thunder damage on a failed save, or half as much damage on a successful one.\nWhen the spell is cast as a ritual (A process which \u2014 unlike other rituals \u2014 requires 30 minutes of uninterrupted incantation and prayer) The spell also conjures forth a large storm cloud, 250 feet off the ground, with a radius the size of the spell's range centered on the caster, that randomly strikes flying targets with small bolts of lightning. At the start of each of your turns, you may make a ranged spell attack against a creature underneath the storm cloud, with disadvantage if the target is not within line of sight. On a hit, the target takes 3d6 lightning damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cataclysm\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: You summon a small amount of pure destruction into your hand. A small amount of black energy coats the palm of your hand that stays until you discharge the spell. As part of the action used to cast this spell or at another time while the charge is active in your hand, you can discharge the spell in one of the following ways:\nYou make a melee spell attack against a creature, dealing 1d10 necrotic damage on a hit. You have advantage on the attack roll if the target is not wearing any armor. If the damage dealt lowers the creature to their negative hit point maximum, it and everything it is carrying is disintegrated.\nYou cause a nonmagical object no larger than 1 foot in any dimension to rust, peel, snap, break, or disintegrate.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the Miraculous Ladybug franchise, and/or include content directly affiliated with and/or owned by Zagtoon. D&D Wiki neither claims nor implies any rights to Miraculous Ladybug copyrights, trademarks, or logos, nor any owned by Zagtoon. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Catastrophic Devastation\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A tiny sphere of destructive blaze with the wrath of the divine is that changes into an enormous energy bomb when the caster chooses to. On the turn this sphere is cast, it has a radius of 5 feet. For each turn the spell persists, its radius is doubled in feet, to a maximum of 40 feet once it changes. The radius of the explosion is double the radius of the sphere itself. While within the sphere's area, creatures takes 1d4 fire and 1d4 radiant damage at the start of each of their turns(a max of 4 turns).\n\nAt any point while the spell is active, you can dispel it on your turn, one action necessary.\nThe sphere explodes as soon as it touch's a target, or when the caster chooses to, all creatures within the sphere's explosion must make a Dexterity saving throw. A target takes damage accordingly to the size of the spell on a failed save, or half as much damage on a successful one. For every 5 feet of the sphere's radius, the sphere's explosion dealing double fire and radiant damage. A min of 1d4 and a max of 8d4 damage.\n\nAs a bonus action after casting as a 20ft sphere or bigger, before or after the explosion of the sphere, you may have it implode, causing any creature within the sphere or loose objects be pulled towards the center of the implosion, dealing its own fire and radiant damage as well as bludgeoning damage accordingly to the size of the sphere on a failed save, or half as much damage on a successful one and do not get sucked into the center. All creatures within the sphere's area must make another Dexterity saving throw for the implosion. Until the casters chooses to or their next turn, the implosion leaves a singularity, absorbing all spells casted within it's radius. The radius of the implosion is the size of the sphere itself. If you cast the implosion, you can not cast spells until the end of your next turn\n\nIf the spell is casted as a 40ft sphere, the spell is immune to all counter, block, immune or absorb spells, and the caster cannot cast spells based on the level that this spell was casted as until their next action.\n\nAlternatively, you may replace radiant with necrotic but not fire with necrotic.\n\nAt Higher Levels. all damages do an extra base 1d4 damage for every spell Level above 3rd: 2d4 (4th), 3d4 (5th), 4d4 (6th), 5d4 (7th), 6d4 (8th), 7d4 (9th)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Catoblepas' Breath\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You momentarily summon the skull of a catoblepas, a disgusting creature of putrid breath. Choose a creature you can see within range for the catoblepas to target with a deathly belch. The target must make a Constitution saving throw or take 10d4 necrotic damage on a failed save, or half as much on a successful one. If the saving throw fails by 5 or more, the target instead takes 40 necrotic damage.\nA target dies if reduced to 0 hitpoints with this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 2d4 and the 5 or-more damage increases by 8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cause Unease\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You awaken a potent sense of trepidation in a creature you can see within range. If the target can see or hear you, it must make a Wisdom saving throw. On a failure, the creature has disadvantage on the next attack roll it makes before the end of its next turn and it has its movement speed halved until the start of your next turn. Undead, constructs, and creatures immune to being frightened aren't affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Celebrimbor's Battle Glyph\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled Or Triggered\nComponents: V, S, M\nMaterial cost: a ruby worth at least 50 gp\nDescription: When you cast this spell, you inscribe a glyph, no larger than a few inches wide, either upon a target (such as a creature) or within an equipped object (such as a weapon, a shield, or an artifact) to conceal the glyph.\nThe glyph glows dimly and requires a successful Wisdom (Perception) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include receiving some damage, causing a critical hit, or commanding the glyph. Once a glyph is triggered, this spell ends.\nYou may specify for your glyph's trigger condition such as to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.\nWhen you inscribe the glyph, choose attack runes, defense runes or a spell glyph.\nAttack Runes. When triggered, the glyph erupts with magical energy. The creature must make a Constitution saving throw. A creature takes 3d4 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\nDefense Runes. When triggered, the glyph envelops you with magical energy. It reduces the damage done to you by 3d4.\nSpell Glyph. You can store a prepared spell of 1st level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of an attack runes glyph increases by 2d4 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Celestial Storm\nLevel: 4\nSchool: Evocation (Ritual)\nClasses: Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (20 Foot Radius)\nDuration: 1 Minute\nComponents: V, S\nDescription: You summon a raging storm of blinding light around yourself to hinder your enemies. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature that ends its turn within the spell's radius must make a Constitution saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded until the end of their next turn. On a successful save, the creature takes half as much damage, and is not blinded.\nAt 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: Cell Decomposition\nLevel: 1\nSchool: Necromancy\nClasses: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 3 Rounds\nComponents: S\nDescription: You touch a creature or object and cause its cells to rapidly age and decompose. At the end of each of your turns, the target takes 1d6 necrotic damage, and, on their turn, they may roll a Constitution saving throw to stop the cells from decomposing any further.\nOptionally (to the DM), since affected cells actually fall off and die, only when the decomposed parts are mended to the affected areas are they allowed to be healed, and then, they can only be healed by magical means.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage it deals increases by 1d6 per level over 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cerg's Fortification Fortification\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: 15 Feet\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: A Sapphire worth 100 gp, which the spell consumes\nDescription: Choose up to 5 non-magical non-creatures. Their AC increases by 3, and they gain an extra 2 hit dice, the same die as their highest hit dice. This effect also ends if the target becomes a creature.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the targets gain an additional hit dice for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cerg's Icy Gambit\nLevel: 5\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure an unstable barrier of incredibly tough ice around your body. You gain the following benefits:\nAfter casting the spell, you gain 2d10 + 5 temporary hit points. If you take damage to these temporary hit points, you do not need to make concentration checks. These temporary hit points disappear after the spell ends.\nWhile under the effects of this spell, you have an Armor Class equal to 14 + your Dexterity modifier if it is not already higher, and you have resistance to nonmagical bludgeoning, piercing, and slashing damage.\nAs a bonus action, you can cause the ice from the barrier to lash out at a creature within 15 feet. Make a ranged spell attack, on a hit, it deals 1d8 cold damage.\nIf this spell ends any way other than the duration ending, it deals 8d6 cold damage to you, as the barrier collapses around your body. This damage ignores any temporary hit points you currently have.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 1d10 temporary hit points when you cast the spell for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chain Heal\nLevel: 3\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 50 Feet, Hitting Up To 2 Other Allies Within 20 Ft Of Each Other\nDuration: Instantaneous\nComponents: S\nDescription: Healing the first target for 3d6 and healing the 2nd target for 2d6 and the third target for 1d6.\nAt Higher Levels: When you cast this spell with a 4th Level Spell slot or higher it increases the healing done to each target by 1d6 for each spell slot above 3"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chain of Corruption\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 100Ft\nDuration: 3 Rounds\nComponents: V, M\nMaterial cost: 1 foot length of chain\nDescription: Make a spell attack at target. If you hit, the spell flings out a tendril of corruption that infects the enemy, dealing 6d8 necrotic damage. The enemy must make a dexterity saving throw or be restrained. The enemy can make another dexterity saving throw to escape the tendril each round until free or 3 rounds, whichever is shortest.\nThe corruption then attempts to spread towards nearby enemies that stay near the infected creature. Enemy creatures within 15ft of the infected creature need to make a Dexterity saving throw, or are affected on the next round, applying the same effects. This continues to spread until there are no further targets in range. Each creature can only be infected once per cast"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chain Pain\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A dark lightning bolt leaps from your finger towards the target, inducing pain and leaping towards another nearby creature. A creature that you target with this spell make a Constitution saving throw. On a failed save, the targets take 5d6 necrotic damage and is stunned until the end of your next turn. The bolt then leaps to a second creature of your choice within 10 feet of the target, which must then succeed on the same save and suffer the same effects, though the bolt cannot travel to a third creature. On a successful save, the target takes half as much damage and the bolt doesn't leap to another target.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the necrotic damage dealt by 2d6 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chains of Ice\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create chains of ice which condense around a creature and attempt to pin it to the ground. The target makes a Dexterity saving throw. If it fails, it is restrained for a number of minutes equal to your Charisma modifier. If the creature was flying, it falls to the ground and is restrained there instead, taking falling damage as appropriate. The target can use its action each turn, to make a Strength check against your Rune Power save DC to break free."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chains of Justice\nLevel: 3\nSchool: Conjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Used by Imperial Wardens to capture their targets, this spell conjures moving, golden chains fill a 20-foot square on the ground. For the duration, these chains turn the ground in the area into difficult terrain.\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 2d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 2d6 bludgeoning damage.\nA creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chameleon\nLevel: 2\nSchool: Illusion\nClasses: Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You obscure your appearance by creating the illusion of an object around yourself. The object you choose must be an object you can see or have seen before, and it must be the same size category as you. The phantom object is visually indistinguishable from its real counterpart, and is centered on you wherever you go.\nAnother creature within 10 feet of you can use its action to make an Intelligence (Investigation) check contested against your spell save DC to see through the illusion; it has disadvantage on this check if it has not seen or heard you moving within the past minute.\nIf you take damage, or take any actions, bonus actions, or reactions, the phantom object fades into mist and the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Changestaff\nLevel: 7\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a specially prepared staff made from a sound limb cut from a great tree then shaped and anointed, worth at least 1,000 gp\nDescription: You plant a specially prepared staff in the ground and cause it to animate into a mighty tree-like creature. The tree uses the game statistics of a treant, but it doesn't have the Animate Trees action or the ability to speak.\nThe tree is an ally to you and your companions. In combat, the tree shares your initiative count, but it takes its turn immediately after yours. It understands the languages you speak and obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the dodge action and uses its move to avoid danger.\nIf the tree drops to 0 hit points, the spell ends and the staff used to cast it crumbles to ash."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Channel Divinity\nLevel: 6\nSchool: Transmutation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: You become a conduit for divine power, allowing you to perform several miraculous effects. For the duration of the spell, you glow softly, shedding bright light within a 10-foot radius and dim light for another 10 feet. If this area of light overlaps with an area of darkness created by a spell of 6th level or lower, the spell that created the darkness is dispelled. Furthermore, you gain the following abilities for the duration of the spell:\nAberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you, and you also can't be charmed, frightened, or possessed by creatures of those types.\nYou have resistance to radiant and necrotic damage.\nYou can move across any liquid surface as if it were harmless solid ground.\nYou can use a bonus action to heal a creature you touch, restoring 3d6 hit points to it and, if you choose, ending one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Once you have used this feature of the spell ten times, you can't use it again until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Ball\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a weighted die\nDescription: You point your finger toward a point within range where a sphere of flickering light suddenly appears. The light on the sphere flashes very quickly before stopping on one color, and the sphere collapses into itself, before exploding into a color wave on a 20-foot radius.\nEach creature in range must make a Dexterity saving throw. Roll 2d20 + 1d6 damage. Choose one of the d20s. The number rolled on that die determines the attack's damage type, as shown below. On a failed save, a target takes the entirety of the damage, or half on a successful one.\nIf you roll the same number on both d20s, the chaotic energy leaps to a target within range of the explosion. You make an attack roll for chaos bolt at the level the spell was casted to, which could cause the chaotic energy to leap again.\nOnly creature that has been affected by the chaos ball can be targeted by chaos bolt, and only once.\n\n\nd20\nDamage Type\n\n\n1-11\nAcid\n\n\n2-12\nFire\n\n\n3-13\nRadiant\n\n\n4-14\nThunder\n\n\n5-15\nForce\n\n\n6-16\nNecrotic\n\n\n7-17\nLighting\n\n\n8-18\nPsychic\n\n\n9-19\nCold\n\n\n10-20\nPoison\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d6 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Blade\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You evoke a seething blade of undulating primordial chaos in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon\nwith which you are proficient. It deals 2d8 + 1d6 damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear\nin your hand. When you hit with this magic sword and roll damage, choose one of the d8s. The number rolled on that die determines the blade's damage type, as shown below. The blade's damage type remains the same until the start of your next turn.\n\n\nd8\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nFire\n\n\n4\nForce\n\n\n5\nLightning\n\n\n6\nPoison\n\n\n7\nPsychic\n\n\n8\nThunder\nWhen you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 + 1d6. When you cast it using a 5th- or 6th-level spell slot, the\ndamage increases to 4d8 + 2d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 + 2d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Hand\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Your hand glows green with chaotic energy as you try to touch a creature. Make a melee spell attack against the target. On a hit, the target takes 3d10 acid damage and 3d10 necrotic damage. A target killed by this damage doesn't die, and is instead transformed into a chaos mutant at the start of your next turn. Roll initiative for the chaos mutant, which uses its action each round to attack the creature nearest to it. If it has multiple possible targets, it attacks one at random"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Storm\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type, as shown below.\n\n\nd8\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nFire\n\n\n4\nForce\n\n\n5\nLightning\n\n\n6\nPoison\n\n\n7\nPsychic\n\n\n8\nThunder\nIf you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Surge\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Special\nDuration: Instantaneous\nComponents: S\nDescription: Harnessing the infinite and uncontrollable mysteries of existence, you create the Primal Chaos from the immemorial roots and manifest the fickle whims of your will.\nWhenever you cast this spell, roll on the wild magic surge table a number of times equal to your spellcasting ability modifier. You may freely choose exactly how many surge effects take place and which surge effects take place.\nIf you use this spell more than once within 10 minutes, roll a d4 for every casting after the first one. The following effects take place in correspondence to the d4 roll:\n1- You lose a random spell slot.\n2- You lose 1d20 hit points.\n3- You are transported to a random location situated on the same plane you are on. You return to your previous location after 10 minutes.\n4- You summon an Avatar of Death that lasts until it kills you or you kill it.\n\nAt Higher Levels. At 5th level you can use this spell twice every 10 minutes, thrice every 10 minutes at level 11 and four times every 10 minutes at level 17 without having to roll the d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaotic Rift\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a shard of obsidian which is consumed by the spell, a ruby amulet worth at least 500gp, a silvered sapphire ring worth at least 500gp\nDescription: Prerequisite=Wizard(Quantumancer) or Sorcerer(Wild Magic)\nYou bring a portion of the land into a state of Limbo (dmg 61-62). So long as you maintain total concentration, which sacrifices your reaction, half your movement, and your action can only be used to end the spell or create one of the following effects within range:\nLightning = one strike, 1d10 Lightning damage;\nEruption = 1d10 Fire, Cold, Acid, or Thunder damage;\nQuake = 1d10 Bludgeoning or Piercing damage and knock prone;\nEntrap = Create difficult terrain under, build walls around, open a 10ft ravine under, or restrain a person or group in an area no larger that 20 square feet.;\nGravitate = Alter the force of gravity. Unlike the other abilities, this will always affect the entire area.\nIncreasing gravity increases fall damage die to 1d10, walking is difficult terrain for anyone with less than 13 Strength, checks and saves to resist falling or dropping an item or to catch an item or person are made at disadvantage;\nDecreasing gravity reduces the fall damage die to 1d4, jump height and distance is doubled, checks and saves to resist falling or dropping an item or to catch an item or person are made with advantage.\nAny creature within 5ft of an effect must make a Dexterity saving throw against your spell save DC or suffer full damage. You can describe cosmetic and material changes as a bonus action, as long as the material doesn't exceed 5 gp per pound. You also gain three special actions called Legendary Actions, which you can use at the end of any creature's turn, and all expended Legends Actions are restored at the beginning of a round. You can only use Legendary Actions on another creature's turn, and you can only perform one Legendary Action on a turn. You have all of the aforementioned abilities to use as Legendary Actions. The caster can choose to end the spell as an action, and can decide whether it ends abruptly or it slowly fades back into normality. If not ended as an action, Limbo ends abruptly when the caster is incapacitated or cannot maintain concentration, leaving the terrain deformed, potentially unstable, and composed of odd materials.\nDesigned in conjunction with the Quantumancer archetype."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaotic Rocket\nLevel: 0\nSchool: Evocation\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A missile trailing a ribbon of multicolored light is lobbed from the caster, producing random sounds (a whistle, ducks quacking, a long burp, etc) as it streaks for its target. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage of a random type (see table below). If the target is concentrating on a spell or spell-like effect, they must make a Wisdom saving throw against your spell DC to continue casting/concentrating.\nThe projectile then hops. Make another ranged spell attack against a creature within 30 feet of the target. This attack originates from the original target, and the new target is chosen randomly from among all creatures in range including yourself. On a hit, the target takes 1d6 damage of a random type.\n\n\nDamage Type[edit]\n\n\nd10\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nForce\n\n\n4\nLightning\n\n\n5\nPoison\n\n\n6\nPsychic\n\n\n7\nThunder\n\n\n8\nBludgeoning\n\n\n9\nPiercing\n\n\n10\nSlashing\nThis spell's projectile makes one additional hop and 2d6 damage when you reach 5th level, three hops and 3d6 damage at 11th level, and four hops and 4d6 damage at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaotic Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The next time you hit a creature with a melee weapon attack during this spell's duration, 6 flashes of vibrant colored light surround and follow your weapon as you strike the enemy. The attack deals an extra 1d6 + 2d10 damage. The number rolled on the d6 determines the attack's damage type, as shown below.\n1. Force Damage\n2. Radiant Damage\n3. Thunder Damage\n4. Cold Damage\n5. Fire Damage\n6. Poison Damage\nIn addition, the result of the d6 is applied to the any other attacks you make within the same turn, as shown below.\n1. +1d6 Acid Damage\n2. +1d6 Piercing Damage\n3. +1d6 Bludgeoning Damage\n4. +1d6 Lightning Damage\n5. +1d6 Psychic Damage\n6. +1d6 Necrotic Damag"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Charged Blade\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: You channel your magic energy through a weapon, guiding the weapon through arcane power. You make a melee spell using the weapon used as a material component for this spell. On a hit, you deal the weapon's damage, without adding any modifiers.\nAs you gain levels in this class, you can make more attacks with the charged blade: 2 attacks at 5th level, 3 attacks at 11th level and 4 attacks at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Charged Magic Missile\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a glowing dart of magical force. When you cast the spell \u2014 or as a bonus action on any of your turns thereafter \u2014 you may fire the dart and hit a creature of your choice that you can see within range, ending the spell. Otherwise, the dart dissipates when the spell ends.\nThe spell\u2019s base damage is 4d10. If at the end of your turn the dart has not yet been fired, the damage increases by 2."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Charm of Hummingbirds\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot-Radius Sphere)\nDuration: Concentration, Up To 5 Rounds\nComponents: V, S, M\nMaterial cost: a drop of honey\nDescription: You cause hummingbirds to descend onto a 20-foot-radius around yourself. The flock spreads around corners and is lightly obscured. It lasts for the duration or until a wind of strong or greater speed (at least 20 miles per hour) disperses it.\nWhen the flock appears, each creature in the area other than yourself must make a Dexterity saving throw. A creature takes 7d6 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell\u2019s area for the first time on a turn or ends its turn there.\nWhen you cast the spell \u2014 and as a bonus action on each of your turns thereafter \u2014 you may move the flock up to 10 feet in any direction.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cherry Bomb\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a cherry dipped in glass\nDescription: You conjure a small red orb of unstable magic into your hand and lob or roll it to a point on the ground within range. The orb explodes at its destination with a loud bang which can be heard up to 100 feet away. Any creatures within 5 feet of that point must succeed on a Constitution saving throw or take 1d4 thunder damage, and be deafened until the start of your next turn.\nThe spell\u2019s damage increase 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: Chill Boomerang\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of chilled air\nDescription: Make two ranged spell attacks against the target for 1d4 cold damage each.\nThe damage for both strikes increases to 2d4 at 5th lvl, to 3d4 at 11th lvl, and to 4d4 at 17th lvl."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chill Fire\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Self (120 Foot Sphere)\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a sliver of glass or ice\nDescription: You create an area around yourself that reduces the dangers of fire in the Phlogiston. When the spell is cast it reduces to the damage caused by fire in the Phlogiston to its normal damage. This affects both magical and mundane fires.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chill Rune\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Wizard, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You channel the primordial power of nature and a rune depicting a snowflake appears on your body. You gain the following benefits for the duration:\nYou can see through fog and snow.\nThe first time you damage a creature on your turn, the creature's movement speed decreases by 10 feet until the start of your next turn.\nThe first weapon attack you make each turn deals 2d6 additional cold damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chilling Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The first time you hit with a melee weapon attack during this spell\u2019s duration the attack deals an extra 1d6 cold damage to the target, and the target's speed is halved for the duration of the spell. The target can make a Constitution saving throw at the end of each of its turns to remove the effect of the spell. If it succeeds, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra 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: Chitin Chain\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Self (15-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a mushroom stalk\nDescription: You shape chitin to form armor for all friendly creatures within the radius, giving their skin a rough but maliable texture. While a target is within 15 feet of another creature affected by this spell, its base AC can't be less than 13, regardless of what kind of armor it is wearing. You may dismiss this spell as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chloromorpho\nLevel: 0\nSchool: Illusion\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 Hours\nComponents: V, M\nMaterial cost: a pinch of tumeric\nDescription: You change the color of a touched object or willing creature for the duration of this spell. You can decide for it to be a solid hue, or a specific pattern of many colors, as you imagine when casting the spell.\nThis spell can be used to create a rudimentary disguise. In casting it, you can add your proficiency bonus to any ability checks you make to create a visual disguise, as if using a disguise kit with which you were proficient"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Choke\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You raise your hand and forcefully choke up to six creatures of your choice within range, elevating them several inches off the ground. A creature targeted by this spell must make a Constitution saving throw or take 4d6 force damage and at the beginning of your next turns and be restrained until the spell ends. On successful save, a targeted creature takes half as much damage and is not restrained. A creature may repeat this saving throw at the end of their turn to end the spell on themselves.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its damage increases by 2d6 and you can target one more creature for each level above 3th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chord\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You pluck at the strings which hold the fabric of time, causing ripples to form in space and resonate forward. Each creature in a 15-foot cone must succeed on a Constitution saving throw or take 1d4 thunder damage and only use an action or a bonus action on its next turn, not both.\nThis 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: Chords of Dissonance\nLevel: 2\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: 20Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a stringed instrument\nDescription: Dissonant lyrics hang in the air around the caster, with subsonic vibrations blasting through all creatures within the spell's range. All affected creatures must make a Constitution saving throw or take 1d4 thunder damage each round the caster performs this spell.\nAt the end of each round, including the round the spell is cast, the caster must make a successful Performance check (DC equals the caster's spell save DC). On a successful check, the spell remains in effect for an additional round. On a failed check, concentration ends. The caster makes this check with disadvantage if they were damaged by a creature or if the caster is forced to make a saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of spell increases by 1d4, and the range increases by 5ft for each spell level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chorus of Awe\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You snap your fingers and the sky becomes bright as a heavenly choir sounds and begins an awesome song of empowerment. Choose any number of creatures within range. Each creature that can hear can add your spellcasting ability modifier to attack rolls, saving throws, or Strength (Athletics) checks it makes for the duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chorus of Destruction\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You snap your fingers and the sky becomes bright as a heavenly choir sounds and begins an awesome song of destruction. When you cast this spell and as an action an each of your subsequent turns until the spell ends, you can choose any number of creatures you can see within range. Each creature that can hear you must make a Wisdom saving throw. You can't target a creature again if it has succeeded on a saving throw against this casting of Chorus of Destruction. A creature takes 2d6 psychic damage on a failed save, or half as much on a success.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Bile\nLevel: 2\nSchool: Evocation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 15-Foot Cone\nDuration: Instantaneous\nComponents: V\nDescription: You spray a 15 ft. cone of bile targeting any creature in the cone. Creatures in the cone must make a Constitution saving throw. The target takes 2d8 damage of a d4 damage type (1=cold, 2=fire, 3=lightning 4=acid) on a failed save, or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 3th level or higher it increases the damage by 1d8 and changes the elemental dice to a d10, allowing the other damage types to be rolled (1=Poison 2=Acid 3=Fire 4=Cold 5=Radiant 6=Necrotic 7=Lightning 8=Thunder 9=Force 10=Psychic)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Bolt\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a mote of elemental energy and hurl it at a creature or object within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of mote you create, then make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the kind of mote you chose to create.\nAt Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Explosion\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamond dust worth 100 gp, which the spell consumes\nDescription: You gesture to a point you can see within range, and an explosion of energy that erupts from that point. You choose acid, cold, fire, lightning, poison, or thunder for the type of explosion you create.\nEach creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 5d10 damage of the type you chose 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 or higher, the damage increases by 1d10 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Missile\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamond dust worth 5sp for each dart you create, which the spell consumes, and a diamond worth at least 100gp\nDescription: You create two glowing darts made of an energy type of your choice. For each dart you create, choose a damage type from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, and make a ranged spell attack against a creature within range. You can't choose the same damage type for any two darts. On hit, a dart deals 3d4 damage of the type you chose for that dart.\nIf you roll a 1 on the d20 for an attack roll while casting this spell, that dart turns around and hits you. This deals 3d4 damage of the type you chose for that dart to you, which ignores damage-type-based resistances and immunities.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of darts you can create increases by one for each spell slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Spray\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 150 gp\nDescription: You hold up your open hand and a spray of energy shoots forth from your palm. You choose acid, cold, fire, lightning, poison, or thunder for the type of spray you create. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d6 damage of the type you chose 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 4th or higher, the damage increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Weapon\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Bard, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: the feather of a colorful bird\nDescription: You choose acid, cold, fire, lightning, poison, or thunder to form a blade out of. The blade is considered a magical longsword, dealing damage of the type you chose. For the duration, you can use your spellcasting ability modifier in place of your Strength for attack and damage rolls.\nIf you roll a 1 or a 20 on an attack, the blade discharges its energy. On a 1, it deals 1d8 damage of the chosen type to all creatures (including yourself) within 5 feet . On a 20, the sword deals an additional 1d8 damage of the chosen type, in addition to the critical hit damage, to all creatures (excluding yourself) within 10 feet.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage for the attacks and the additional damage on 1 or 20 increases in 1d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases in 2d8. When you cast it using a spell slot of 7th level or higher, the damage increases in 3d8."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chrono-deceleration\nLevel: 1\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Round\nRange: 30 Feet\nDuration: 1 Round\nComponents: S, M\nMaterial cost: a pocket watch worth 1500 gp\nDescription: 2 target creatures that you can see within range roll a DC 15 Dexterity saving throw; if they fail, they gain disadvantage on all rolls. Their speed is halved, and any attack rolls against them have advantage. After 1 round, they no longer have disadvantage on all rolls, their speed is returned to normal, and attack rolls against them will no longer have advantage.\nIf the target creatures critically fails (rolls a natural 1) on the Dexterity saving throw, they become completely unable to move and automatically fail all rolls. Any attacks against them automatically hit.\nOnce you cast this spell, roll a DC 18 Wisdom saving throw; if you fail, you become a target creature of this spell, and a random creature that you targeted with this spell is no longer a target creature of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the number of targets you can choose increases by 1 for each level past 1st. The number of rounds this spell lasts increases by 0.5 for each level past 1st. If the number of rounds is a decimal number, it is rounded down (eg. 1.5 rounds becomes 1 round)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chrono-regression\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Touch a creature; if they lost hit points the past round, they regain 4d4 hit points. If they regained hit points the past round, they take 4d4 necrotic damage, but can take half damage instead of they succeed on a DC conjurer Intelligence saving throw. If they were neither healed or damaged last round and is a friendly creature, they regain 1d4 hit points and restore a spell slot of 2nd level or lower. If they were neither healed or damaged last round and is a hostile creature, they take 1d4 necrotic damage and lose 2 points in their highest ability score for the remainder of the encounter.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, the amount of hit points regained increases by 1d4 for each level above 3rd, and the amount of damage taken increases by 1d4 for each level above 3rd. The max level of spell slot you can restore increases by 1 for each level above 3rd, and the number of points lost increases by 1 for every two levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chronobleed\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: S, M\nMaterial cost: a clock, worn anywhere on the body\nDescription: Everything, including your own blood, can be transformed into energy. In times of great need this can be used to gain some valuable seconds.\nChronobleed immediately starts converting life force and blood into liquid time, fueling an excruciating time stop. You loose 1d10 hit points and, until the end of the spell, you can take one additional action, from the following: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This hit point loss can't be reduced by any means.\nYou can take more actions as you gain levels, making one additional action, for a total of 2 while losing 2d10 hit points at 5th level, 3 while losing 3d10 hit points at 11th level and 4 while losing 4d10 hit points at 17th level. You can't use the same action more than once each time you cast this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chronos Field\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Channeling the flow of time itself at a point within range, you create a semi-transparent, grey sphere of unstable, distorted time, crackling with black energy. The sphere is 20ft in diameter, and creatures can pass harmlessly through it. Friendly creatures that enter the sphere gain the effects of the Haste spell while hostile creatures gain the effects of the Slow spell, with the following exceptions:\nHaste: You don't suffer the movement and action restrictions at the end of your turn until you end your turn outside of the sphere.\nSlow: You cannot make a saving throw to resist or remove the effects of Slow until you end your turn outside of the sphere.\nA creature does not need to be fully within the sphere to trigger its effects, simply being in contact with it is enough. Additionally, the effects of Haste and Slow only last while within the sphere. Finally, if a creature is immune to the effects of Slow but can be affected by Haste, it is still treated as being able to be affected by Slow, and vice versa.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the diameter of Chronos Field increases by 5ft per slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chronoshift\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small hourglass worth at least 50 gp\nDescription: Choose one willing creature within range that you can see, and alter the flow of time around them. The target creature gains a temporal advantage, allowing them to take an additional action on their turn. The additional action can be used to attack (one weapon attack only), cast a cantrip, or use an object interaction.\nAt the end of each of the target's turns while the spell is active, they must make a Wisdom saving throw. On a failed save, they suffer one level of exhaustion as their perception of time becomes distorted. This save is repeated every turn this spell is used.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 minute for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ciao's Corrosive Coating\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a vile containing the remains of an ooze\nDescription: You skin starts secreting a thick, yellow slime. For the duration, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical Ammunition made of metal that hits the you is destroyed after dealing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ciao's Magic Missile\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create two white bubbling streaks of magical force. Each streak hits a creature of your choice that you can see within range. A streak deals 1d4 force damage to its target and it inflicts upon them a debuff of your choice from any of the ones described below until the start of your next turn. The streaks all strike simultaneously, and you can direct them to hit one creature or several.\nEnergy Sap. Choose one ability. The target has disadvantage on ability checks made with the chosen ability.\nEntanglement. The target's movement speed is reduced by 10 feet.\nImpaired Aim. The next attack roll the target makes is reduced by 1d4.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more streak for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Circle of Privacy\nLevel: 2\nSchool: Illusion\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Minute\nRange: Self (20-Foot Diameter Radius)\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: hair from a skunk, a mouse's whisker, and a pound of salt\nDescription: This spell allows you to discourage predators and trespassers from disturbing a campsite. You sprinkle salt in a circle around your camp while you cast this spell.\nFor the duration, sounds and scents generated within the circle are muted. All Perception checks made to locate anything within the circle using hearing or smell are at disadvantage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Circumambulant Hedge\nLevel: 4\nSchool: Conjuration (Ritual)\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a chain of daisies, which the spell consumes\nDescription: You target up to eight Medium or smaller creatures or four Large or smaller creatures, or any combination thereof, within range. The creatures in this group that are furthest apart cannot be more than 30 feet apart. Around the group, at a distance of 10 feet from the two farthest members, you summon a ten-foot-tall, two-foot-thick circular hedge that rotates constantly in one direction. As long as those creatures stay together and do not move more than 30 feet apart from one another, the hedge follows them, rotating around their relative center.\nThe hedge has a number of qualities. First, it provides total cover except from above. Second, if a creature moves through the hedge or the hedge passes around them, that creature takes 2d6 piercing damage from the dense, thorny knots within. Third, it cannot be damaged except by means of a disintegrate spell, which destroys it instantly. Fourth, if a creature within the hedge is forced to make a saving throw against a spell that deals damage, it has advantage on that saving throw.\nThe spell ends if a creature is able to leap from the outside of the hedge to the inside of the hedge in a single motion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Claws of the Dragon\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: Using your sorcerous bloodline you can grow a set of menacing claws with which to damage your foes. For the duration, your unarmed strikes deal 1d4 slashing damage. Your claws are considered to be light for the purpose of two-weapon fighting and you use your spellcasting modifier for attack and damage rolls.\nAt Higher Levels. The spell\u2019s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Starting at 11th level, if you have the draconic bloodline sorcerous origin or are a Dragonborn, you can choose for the claws' additional damage to be of the type associated with your draconic ancestry, instead of slashing"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cleanse the Blood\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You remove the impurity on the touched creature's blood. You end all diseases, poisons, the poisoned condition and any effects that would require a Constitution saving throw to avoid. The spell also remove parasites infecting the target, and cure certain curses that affect someone's blood, such as lycantropy.\nIf the removed effect is a spell, you must make a check using your spellcasting ability against a DC of 10 + the level of the spell to end it.\nIf the creature is affected by multiple effects, this ends all of them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cleanse Wound\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: A cantrip that provides healing? What is this madness?\nChoose a creature within range that has at least 1 hit point. The target regains 1 hit point. A creature who is healed by cleanse wound cannot be healed by it again until it loses 1 or more hit points.\nThe hit points restored by this spell and the number of hit points a target needs to have lost to benefit from this cantrip again increase by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clinging Slime\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: S\nDescription: You hurl a glob of sticky sludge toward a creature within range. Make a ranged spell attack against the target. On a hit, the sludge clings to the target. At the start of each of the target's turns, it takes 1d4 acid damage. A creature can use its action to remove the slime with a successful Dexterity check against your spell save DC, ending the spell early on a success.\nThe 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: Cloak of Shadow\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: A cloak of shadows and silence begins to emanate from you, hiding you from detection. While the spell is active, you get a +10 bonus to Dexterity (Stealth) checks, and you cannot be tracked down without the help of magic. In addition, you do not leave any traces behind.\nYou can end the spell with an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clockwork Sphere\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small cogwheel and the hands of a watch\nDescription: A 10-foot-radius sphere of whirling clockwork made of magical force appears centered on a point within range. The sphere's area is heavily obscured, and it lasts for the duration. Any creature that ends its turn within the sphere must make an Intelligence saving throw to predict the path of the movement; creatures with proficiency in artisan's tools (tinker's tools) make this save with advantage. On a failed save, a creature takes 2d6 force damage and is shunted to the nearest unoccupied space.\nAs a bonus action, you can move the sphere up to 20 feet in any direction. If you move the sphere through a creature's space, you can use your reaction to force that creature to make an Intelligence saving throw; on a failed save, the target's saving throws are unaffected by advantage and disadvantage for the duration of the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clothes Beam\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Until Dispelled\nComponents: S\nDescription: You cast of beam of whirling cloth towards a humanoid you can see within range. An unwilling creature can make a Charisma saving throw against your spell save DC to resist this spell. On a failed save, the creature is dressed in a random set of clothes. These clothes are considered magical, but have no special properties. Dispel magic can make the clothes disappear. This spell fails if the creature already has more clothing on than undergarments. These clothes disappear if they're removed from the creature as well."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cloudbed\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a down feather\nDescription: You touch a area of cloud or mist with a radius greater than 10ft and transform a portion of it into a soft cloud bed.\nThe cloudbed remains in place, floating for the duration. It has a radius of 10ft which is a stable area and another 5ft of fuzzy edges, which require a Dex save when entered. If a creature fails the save, it falls.\nThe space can hold as many as eight Medium or smaller creatures that are heavily obscured when viewed form below but remain exposed to the elements. \nWeapon and spell attacks can pass through as normal. \nDropped objects will pass through the cloud. \nIf fire touches the cloudbed, it will dissipate 5ft of it in one round and be extinguished.\nThe caster may use his action to fill up a hole.\nThe cloudbed cannot be propelled.\nA strong wind ends the spell early.\nThis spell was designed by the spellcasters of Cataegis, the tiefling sky city. Discuss with your GM how you might know this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coagulate\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: any object sharp enough to draw your own blood\nDescription: You cut yourself and let the blood pool out of your arm into a solid sphere the size of your fist, a manifestation of your ire which shoots to a creature in range you can see. Take 1d4 slashing damage and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus the amount of slashing damage you took from this spell.\nThis spell's necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). For each additional 1d8 of necrotic damage, you can optionally take an extra 1d4 of slashing damage to add to the damage you deal"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cobra's Spit\nLevel: 3\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a poisonous snake\u2019s fang\nDescription: You grow a set of poison-producing organs in the back of your throat for the duration. When you cast this spell and as a bonus action on each of your subsequent turns, you can use these organs to spit venom towards a creature within 30 feet that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 poison damage and is poisoned until the end of its next turn.\nAt 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: Coin Bag\nLevel: 1\nSchool: Illusion (Ritual)\nClasses: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: A large quantity of small stones or gravel, a sack capable of containing said gravel\nDescription: You grab an empty bag, fill it with rocks, and shake it until you hear the sound of coins, creating up to 2d100 illusory gold coins within this bag. This illusory gold holds up to basic physical and visual inspection; However, a creature can identify the coins as illusory with a successful Intelligence Investigation check contested against your spell save DC.\nAt the end of the duration, the illusion expires of its own accord, and the coins reveal their true form as worthless gravel.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you can create 2d100 additional illusory gold coins for every level above first. When you cast this spell using a spell slot of 3rd level or higher, you may instead create 2d20 illusory platinum coins in place of 2d100 gold coins"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coin Lore\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Artificer, Bard\nCasting time: 10 Minutes\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: incense worth at least 30 gp, which the spell consumes\nDescription: Hold a coin. The spell brings to your mind a brief summary of significant transactions in which the coin was involved. Summary lore might consist of its minting, its last owner, major purchases, and long periods where the coin was in the possession of one creature. The information obtained will also include relevant names. The information may be merely mundane, or it may include legends or secret events in which a transaction of the coin was part of."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coin Sending\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Cast this spell on a coin and spend it. It will travel from creature to creature through the money system until it reaches the person you intend to receive it. They keep it unless they lose all their money, or unless they realize it is enchanted. It may take hours, days, weeks month, years, or decades to reach the intended creature depending on the cohesiveness of the the money system, the political situation, the uniformity of money, the distance the coin has to travel, and the engagement of the target creature with the money system. You may add additional spells to the coin as normal, for example magic mouth.\nIf you are bone collector you may entangle the coin with another coin and then use the entangled coin to affect the intended recipient with bone collector 'Variant remote' spells."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coin Shot\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a coin, which the spell consumes\nDescription: You flick a coin with magical force, turning it into a unstoppable ethereal projectile. The coin surges forward in line 60 feet long and 1 foot wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. The coin passes harmlessly through objects, ignoring cover.\nIn addition, whenever you cast this spell flip two coins. The first coin determines the effect, the second determines the duration. If the coin lands on heads any creatures that fail their saving throw are staggered. If the coin lands on tails any creatures that fail their saving throw are made vulnerable to piercing damage. If the second coin lands on a heads then the duration of the effect is of 1 round. If it lands on tails then the effect lasts for 2 rounds. A creature can be affected by one condition at a time.\nStaggered:\nThe creature loses any dexterity-based or dodge-based bonus to its AC\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the line increases by 20 feet and the damage dealt increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coinify\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: 1 pound of metal, which the spell consumes\nDescription: You hold a fistful of metal in your hand, and with a crushing motion, turn it into 50 coins. This spell can transmute the following materials:\nCopper\nSilver\nElectrum\nGold\nPlatinum\nWhen you cast this spell, you may choose to have the coins appear with the face designs of a currency of your choice, provided that you have seen said designs at least once. You may also choose to create your own design of coin or simply transmute the coins as simple metal discs.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can transmute 2 more pounds of metal simultaneously for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cold Flame\nLevel: 2\nSchool: Evocation\nClasses: Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You summon a sphere of cold blue fire in the palm of your hand and hurl it at an enemy. Make a ranged spell attack against a target within range. On a hit the target takes 2d8 cold damage and is engulfed in cold blue flames. At the start of each of its turns until the spell ends the target must make a Constitution saving throw. On a failed save the creature takes 1d8 cold damage and has its movement speed reduced by 10 feet. On a success the spell ends on the creature.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the blue flames deal an additional 1d8 cold damage every turn for every slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coldslinger\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A gallon of water, which the spell consumes\nDescription: You quickly spin up a bowling ball-sized chunk of ice, either in mid-air or using a quarterstaff or other sort of stick, and whip it forward right at an unlucky victim. Make a ranged spell attack against a target within range, dealing 1d6 cold damage on a hit.\nAt Higher Levels. You become much more skilled at creating denser projectiles within the short time frame, increasing the spells damage by 1d6 cold damage at 5th level (2d6), 11th level (3d6), 14th level (4d6), and 17th level (5d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Collapsing Stars\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 30Ft.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A cloudy, dark purple gemstone worth at least 20gp\nDescription: By crushing the gemstone under the caster\u2019s arcane focus (slamming a staff into it or the back end of a wand), three dark purple, spherical voids are sent forth on a single target. Make a ranged spell attack, the target is dealt 1d12 damage per void and must make a strenth saving throw to stay in place. On a failed save, the target is pulled 1d4 times 5ft towards the caster from the gravitational pull of the voids. On a successful save, the target remains in place.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an additional void (dealing 1d12 damage) is created per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Collective Unconscious\nLevel: 4\nSchool: Necromancy\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a moderate amount of alcohol or distilled spirits\nDescription: You tap into the unknown web of shared consciousness between yourself and up to six creatures of your choice that you can see within range, granting all chosen creatures 3d4 + 4 temporary hit points for the duration. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increases by 5 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Color\nLevel: 0\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S\nDescription: You permanently change the color of cloth, leather, or any other inanimate object. For 1 minute after this spell is cast, you can trace designs on the item, which remain after the minute ends. This spell can be removed through the Dispel Magic or a similar spell that removes enchantments"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Column of Time\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Round\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: You raise your hand and open it up towards the sky as Astral Runes start to form around your feet.\nYou create a cylinder of radius 10 feet and height of 20 feet around where you are standing, you control the Flow of Time in this Column. Select one of the following types of creature; celestials, elementals, fey, fiends, or undead. The Column of Time affects the creature in the following ways:\n- The creature can\u2019t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n- The creature has disadvantage on attack rolls against targets within the cylinder.\n- Targets within the cylinder can\u2019t be charmed, frightened, or possessed by the creature.\nAt Higher Levels. when you cast this spell using a spell slot of 4th level or higher, you can select one additional type of creature for each spell slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Combat Avatar\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You conjure a glowing avatar of force around yourself, protecting you from harm. You gain 30 temporary hit points for the duration. While you have these hit points, you gain the following benefits.\nYour Strength and Constitution scores are considered to be 16 (+3) unless they are already higher.\nYou are considered to be equipped with a force weapon, which you may choose the appearance of. You may make a melee spell attack with it as an action. It deals 2d8 force damage on a successful hit.\nYour Armor Class increases by 2 for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain an extra 10 temporary hit points for each spell level above third. Additionally, when you cast this spell using a spell slot of 5th or 6th level, your force weapon deals 3d8 damage on a hit. If cast using a 7th, 8th, or 9th level spell slot, your force weapon deals 4d8 damage on a hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Combat Messaging\nLevel: 2\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: You can send and receive mental messages to and from every creature you touched while casting this spell, up to 8 creatures. Messages are in the form of statements made by others as if they were speaking to you or statements you make to others. You can broadcast a message to everyone touched while casting or just one creature. Each of them can send one message per round. You can send one message per round. You may not engage in other magic communication while this spell is active. For example you may not use the message cantrip or the Sending or the Telepathy spell etc. You may drop this spell at any time.\nYou must carry a personal item associated with each creature you touch in order to include them. Each creature must be sentient, and have an intelligence of at least 6.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you may spend up to 10 rounds touching creatures in order to include them in the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Combat Nab\nLevel: 0\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: Upon casting Combat Nab, the caster can move their full movement as if disengaging, and grab one small thing from a target that is not well attached, if they move within 5 feet during their move. For example a button, tassel, small hat, a lock of hair, one coin, one gem etc. Generally if it can quickly and easily be snipped off with scissors or is not attached, it can be nabbed. The target may roll a saving throw against Dexterity to avoid losing the item. This cantrip may not be used to grab a held object, piece of armor, or body part, or anything exceeding 1/2 pound. Only one object may be nabbed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Combat Time Stop\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You stop the flow of time for six seconds for everyone but yourself. No time passes for other creatures, while you take one additional turn - in addition to the current turn - during which you can use actions and move as normal.\nThis spell ends after both the current and the additional turn have been completed, or if you move to a place more than 1,000 feet from the location where you cast it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Combustion\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 5 Feet Of You That You Can See\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Your hand produces a violent burst of flame, burning the creature that damaged you. Make a melee spell attack against the creature. On a hit, the target takes 2d6 fire damage.\nAt higher levels. This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Comet\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 55Ft.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A large white crystal worth at least 25gp\nDescription: By making a sweeping motion with your arcane focus, you propel forth a large shard of spinning crystal towards one creature dealing 5d12 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the comet increases by 1d12 piercing damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Comet Azur\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 5Ft By 100Ft Line In Front Of Caster\nDuration: Concentration Up To 1 Minute\nComponents: V, S\nDescription: A bright blue comet of devastating power is unleashed from the caster\u2019s arcane focus. As it soars forward, it is encompassed by a trail of damage similar in looks to the starry expanse. The caster thrusts forward their arcane focus to cast this tremendous sorcery and may hold it with concentration up to a minute. At the start of the spell, make a ranged spell attack on all creatures inside the line of range, the initial impact of the comet deals 8d10 piercing damage and all creatures hit by it (if they are not hit, they are moved to the nearest unoccupied space) must make a dexterity or strength saving throw. On a failed save, the target becomes incapacitated in the rushing torrent of the spell. On a successful save, it dodges, avoiding incapacitation while still taking the initial damage, it is moved to the nearest unoccupied space outside of the line of range. When a creature becomes incapacitated inside the spell, it may, on the start of each of its turns, make a strength saving throw to escape. On a failed save, it takes 1d6 damage and remains incapacitated inside the spell, on a successful save, it is no longer incapacitated and is moved to the nearest unoccupied space, thus escaping. If a creature enters the spell\u2019s lingering torrent of glintstone stars for the first time, it takes 2d10 damage and must make the same saving throw to avoid incapacitation. If a creature ends its turn inside the torrent of the spell, it takes 1d10 damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Commune With Death\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Ft.\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a creature you can see within range that has 0 hit points, then make a DC 12 Charisma (Persuasion) check. On a success, you choose to cause the target to either regain a number of hit points equal to 1d8 plus your proficiency bonus, or to die instantly.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd, making a separate Charisma (Persuasion) check for each target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Compel Suicide\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: A creature of your choice that you can see within range must make a Charisma saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature's mind is filled with suicidal thoughts. On each of its turns, it must use its action to attempt to kill itself with any weapon it is wielding. The creature makes an attack roll against itself at advantage, and if it hits its attack is a critical hit. If the creature has a weapon on its person but isn't wielding a weapon, it draws its weapon then attempts to commit suicide. If the creature has no available weapon, it will resort to an improvised weapon. If the creature is unable to wield a weapon or its physiology prohibits it from wielding a weapon, the creature instead goes berserk.\nWhile a creature is affected by this spell, it fights without regard to its defenses; All attack rolls against it are made at advantage. Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conceal Item\nLevel: 3\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a handful of any kind of gemstone dust\nDescription: You render a single item of Medium-size or smaller completely undetectable when you hide it on your person. Divination magic, as well as true seeing, can reveal the item's existence"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Concealment\nLevel: 0\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: Creatures must make a Wisdom save to notice a specific, small item magically guised on your person.\nAn object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.\nIf you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Concealment, Variant\nLevel: 0\nSchool: Illusion\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S\nDescription: A singular inanimate, nonmagical object you touch (up to 1 cubic foot) blurs into insignificance. This spell does not render the item invisible; it merely draws the viewer's gaze away from it. For the duration of this spell, any creature that would otherwise be capable of detecting this item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it.\nOn a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.\nA first-level character can only target one item with this cantrip at a time. If you cast this cantrip on a new target object while another is currently being concealed, the effects of this cantrip over one of the already chosen items must be dismissed.\nAt 5th level, you may affect up to two items at once, and the size limit increases to 2 cubic feet; at 11th level, you may affect up to three items, and the limit becomes 3 cubic feet; at 17th level, you may affect up to four items, and the limit becomes 5 cubic feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Concuss\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: S\nDescription: You clap, sending out a concussive wave of raw psionics in a 15-foot cone. Creatures in this area must make a Dexterity saving throw. On a failed save, a target takes 4d4 psychic damage, is knocked prone, and is deafened for 1 minute. On a successful save, a target takes half as much damage and isn't deafened nor knocked prone.\nAt Higher Levels. When you case this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 for each slot above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Concussion\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Druid, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: You apply your magical might directly onto a target's brain, causing them a headache like none they've ever had before.\nTarget one creature within range that you can see. That creature must make a Constitution saving throw, becoming stunned on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. This spell has no effect on constructs or undead.\nAt higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may target two additional creatures for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Concussive Blast\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You summon from your hand a short ranged blast of raw force. One creature within 5 feet of the caster must pass a Constitution saving throw or take 1d6 force damage and be thrown 10 feet backwards.\nAt Higher Levels. This spell's damage and Knockback increase by 1d6 and 5 feet when you reach 5th level, 11th level and 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Condense/Suffuse\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Coins used in spell\nDescription: As a Bonus Action, you can choose to condense or suffuse coins that are within 5 feet of you. If you choose to condense them, you take the coins and turn them into a coin of equal value to the coins you've condensed. If you choose to suffuse them, you take the coin(s) and turn them into several coins equal to the value of the first coin(s).\n\nAn example of the condense option is as follows; you have 10 gold pieces and you use the condense option of this spell, turning the 10 gold pieces into 1 platinum piece.\nAn example of the suffuse option is as follows; you have 1 platinum piece and you use the suffuse option of this spell, turning the platinum piece into 10 gold pieces."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conduct\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You channel lightning through your hand to smite a creature or object you can touch. Make a melee spell attack against the target. On a hit, the target takes 2d6 lightning damage.\nThis spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coned Blast\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30 Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small bell made of brass or gold\nDescription: You ring a small bell and cause it to emit a concussive blast. Each creature in a 30-foot cone must make a Strength saving throw. A creature takes 6d6 thunder damage on a failed save and is knocked prone. On a successful save a creature takes half as much damage and is not knocked prone.\n\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conflagulated Breath\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of acid\nDescription: You breathe forth a cone of red acidic droplets in a direction of your choice. All creatures in a 30-foot cone from that direction must make a Dexterity saving throw, taking 6d4 acid damage on a failed save, or half as much on a success.\nCreatures that fail the saving throw are covered in acid. Whenever a creature start its turn covered in acid, it takes 2d4 acid damage. A creature can clean itself from acid by using an Action. Cleaning the acid causes 1d4 acid damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the primary acid damage increases in 2d4, plus 2d4 for each level of the spell slot beyond the 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjuration Raven\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a flock of crows that appear around you within a 10-foot radius.\nTheir number is equal to half of your level multiplied by your spell caster modifier.\nDuring the battle, their initiative is equal to yours and they walk after you.\nAll crows follow the same command. No action is required to utter the command"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Ammunition\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: S\nDescription: In your hand or in an open container on your person, you create up to 5 pieces of ammunition or up to 5 darts. The created items are magical for the purpose of overcoming damage resistance or immunity, but have no other special properties. Possibilities for ammunition include arrows, bolts, bullets, and needles.\nAs part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 darts or pieces of ammunition for each spell slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Blade\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: As a bonus action, you create a bladed weapon in your hand that can be used normally. You choose the type of blade between a dagger, a shortsword, a rapier or a longsword, with the corresponding properties and damage type and die. This weapon functions as a nonmagical weapon that you are proficient with. The weapon disappears when the spell ends. You can dismiss the weapon at any time with no action required.\n\nYou can only have one instance of this spell at any time. If you cast this spell a second time to conjure a new weapon, the first spell ends. If the weapon leaves your touch, the spell ends at the end of you turn.\n\nThe conjured weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when you reach 5th level, and you can add +1 to the attack rolls and damage rolls made with the weapon, as if you had conjured the +1 version of the weapon. The bonus to attack rolls and damage rolls increases by another +1 at 11th level (+2 weapon), and 17th level (+3 weapon)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Bladestorm\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You animate up to three nonmagical swords within range. Each sword begins to hover in the air and becomes a Flying Sword, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The flying swords' weapons attacks are magical. The flying sword does the damage die of the base weapon in place of the damage die of the flying sword's longsword attack.\nThe animated swords are friendly to you and your companions. Roll initiative for the animated swords as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the animated swords continue to follow it until their task is complete.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can animate up to six swords. When you cast this spell using a spell slot of 7th or 8th level, you can animate up to nine swords. When you cast this spell using a spell slot of 9th level, you can animate up to twelve swords"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Creature\nLevel: 1\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A small object from the natural habitat of the creature.\nDescription: The standard summoning spell. You summon a spirit from another plane to take the form of a creature and appears in unoccupied space that you can see within range. The creature must be a beast of a CR of 1/2 or lower.\nThe creature is also considered either fey, fiend or celestial, your choice, and it disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, it has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defend itself from hostile creatures, but otherwise takes no actions. The DM has the creature's Statistics.\nAt Higher Levels. When you cast this spell with a higher level spell slot, you can summon a beast of a CR equal to half the level of the spell slot, rounded up"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Dragon\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a few scales from a snake or lizard\nDescription: You summon a dragon of challenge rating 6 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.\nThe 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), as long as they don't violate its alignment. If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions.\nIf 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.\nThe GM has the dragon's statistics.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Dream Creature\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Minute\nRange: 90 Ft.\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an object with a connection to The Dream\nDescription: You call forth a servant being from The Dream.\nA dream creature of challenge rating 5 or lower appears in an unoccupied area of your choosing, within range. The dream creature disappears when it drops to 0 hit points or when the spell ends.\nThe dream creature is friendly to you and your companions for the duration. Roll initiative for the dream creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you).\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Explosive\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a small iron ball bearing, which the spell consumes\nDescription: Upon casting this spell, a magical explosive appears in the caster's hand. The caster can hold on to the explosive, throw it right after casting the spell, or give it to someone else. The explosive instantaneously disappears if not used within 1 hour. The person currently in possession of the explosive can spend an action to throw it up to a number of feet equal to 30 + 5 times your spellcasting ability modifier, where it explodes on impact. Upon detonation, every creature within 10 feet of the explosive must succeed on a Dexterity saving throw or take 6d6 fire damage and be knocked back 5 feet. On a successful save, half as much damage is taken and the creature isn't knocked back. Any creature of Huge size or larger is not affected by the knockback property of the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the explosive increases by 1d6 and the throwing range increases by 5 feet for each spell level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Gemstone\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: any type of tuning fork, a large bowl of saltwater\nDescription: Fill a large bowl with saltwater, then place a ringing tuning fork atop the surface of the water and keep it there. When you finish casting this spell, you will have conjured 1 nonmagical gemstone worth no more than 10 gp. This gemstone will be uncut and unpolished and can be used as a typical gemstone for spellcasting, crafting, or selling.\nAt Higher Levels. You are able to conjure more valuable gemstones when you cast this spell using higher spell slots: 50 gp at 3rd level, 500 gp at 5th level, 1000 gp at 7th level, and 5000 gp at 9th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Glass Eye\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Hour\nRange: 150 Ft\nDuration: Until Dismissed\nComponents: V, S, M\nMaterial cost: One glass marble worth 100 GP for each glass eye summoned\nDescription: You summon up to 4 glass eyes at an unoccupied space within range. These glass eyes are friendly to you and obey your commands. You can spend a turn to command the glass eyes to watch from any point within 5 miles from you. They will try and hide from anything they encounter and will relay to you anything they see. If you move more than 5 miles away from them, they try to stay within 5 miles of you. If they cannot, they become a glass marble worth 100 GP.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher you may create 2 additional glass eyes for each slot level above the first."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Greater Explosive\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: three small iron ball bearings, which the spell consumes, and a pearl worth at least 100 gp\nDescription: Upon casting this spell, three spherical explosive devices appear in the caster's hand. The caster can throw an explosive, store it, or give it to someone else. As an action, the holder of an explosive can throw it up to a number of feet equal to 50 + 5x the caster's spellcasting ability modifier, where it explodes upon impact. Upon detonation, each creature within 15 feet of the explosion must succeed on a Dexterity saving throw or take 12d6 fire, force, or thunder damage (caster's choice) and be pushed 10 feet away from the explosion. On a successful save, only half damage is taken and the creature isn't pushed back. Creatures of Gargantuan size or larger are immune to the knockback effect of this spell. Only one explosive may be thrown per turn per person, and only three made by the same caster can exist at the same time.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the explosion is increased by 2d6 and both the throwing range and the explosion area are increased by 5 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Lesser Dream Creatures\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Minute\nRange: 90 Ft.\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an object with a connection to The Dream\nDescription: Lesser servant beings from The Dream appear at your behest.\nYou summon creatures from The Dream that appear in any unoccupied spaces that you can see within range. Choose one the following options:\nOne dream creature of challenge rating 2 or lower\nTwo dream creatures of challenge rating 1 or lower\nFour dream creatures of challenge rating 1/2 or lower\nEight dream creatures of challenge rating 1/4 or lower.\nA dream creature vanishes when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Mannequin\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Druid, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: non-magical wooden surface\nDescription: You carve a small glyph, detectable with a DC 15 Wisdom (Perception) check, into a non-magical wooden surface which is at least 1 foot in diameter. When activated, this glyph summons a pair of simple humanoid constructs made of the same wood as the surface with the stats displayed below. When cast, you determine what conditions will cause the glyph to activate, as well as the behavior of the mannequin it summons. Mannequins cannot willingly move more than 50 feet from the glyph which summoned them, and become inanimate if they are.\nThe mannequin is limited to simple commands and a single conditional action. For instance, you could order it to warn any creatures other than you which approach and attack them if they attempt to take a gem placed on the glyph, or to put out any fires which occur in the radius and return to the glyph if it is reduced to half max hit points.\nIf it completes the task assigned to it, a mannequin will attempt to return into the glyph and regain all lost hit points. If it is destroyed or assigned to a task it is unable to complete, a mannequin will no longer be able to be summoned from the glyph. If the glyph is altered or destroyed, or the surface it is carved on is damaged, the spell ends and any summoned mannequins become inanimate objects.\nMannequin[edit]\n\n\n\nMedium construct, unaligned\n\n\nArmor Class 10 (natural armor)\nHit Points 11 (3d6) \nSpeed 30 ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n6 (-2)\n\n12 (+1)\n\n11 (+0)\n\n7 (-2)\n\n3 (-4)\n\n2 (-4)\n\n\nDamage Vulnerabilities fireDamage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses blindsight 50 ft. (blind beyond this radius), passive Perception 6\n\nLanguages understands the languages of its creator but can't speak\nChallenge 1/2 (100 XP)\n\n\nAntimagic Susceptibility. The mannequin is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mannequin must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\n\nACTIONS\nSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make the glyph summon an additional mannequin for each slot above 3rd level. Extra mannequins appear at the end of the most recent mannequin's turn, and act immediately after"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Marionettes\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: one splinter of wood per creature summoned\nDescription: You summon a wooden, hovering, human-shaped construct\u2014a skull puppet, informally known as a puppet or marionette\u2014that appears in unoccupied space that you can see within range. The summoned creature is friendly to you and your companions, has its own turn, and rolls its own initiative when it appears. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.\nA summoned skull puppet disappears when it drops to 0 hit points or when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon one additional skull puppet for each level above 1st. Each puppet can appear in any unoccupied space within range. Roll initiative for the summoned creatures as a group"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Minigun\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a minigun made out of pure arcane energy on your empty hands (you must have both hands free). As an action while the spell is active, you can fire each creature of your choice in a 15, 30 or 60-foot cone. Creatures in the area must succeed on a Dexterity saving throw, or take damage depending on the chosen cone range: 3d8 (15-foot), 2d8 (30-foot), 1d8 (60-foot), or half as much on a success.\nThe minigun disappear if you choose to no longer hold it, but as long as you have two hands free and the duration of the spell hasn't ended, you can summon it again using a bonus action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Minor Devils\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You summon lawful fiend creatures that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: Eight lemures, two imps, or one spined devil. A fiend summoned by this spell disappears when it drops to 0 hit points or the spell ends.\nThe summoned fiends are friendly to you and your companions. Roll initiative for the summoned fiends as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe GM has the creatures' statistics.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon more devils: sixteen lemures, four imps, or two spined devils with a spell slot of 5th level, thirty-two lemures, eight imps, or four spined devils with a spell slot of 7th level, and sixty-four lemures, sixteen imps, or eight spined devils with a spell slot of 9th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Monster\nLevel: 8\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: see below\nDescription: Using your own imagination as the canvas and raw magic as a skeleton, you pull material from the surrounding area and attempt to spin it into the form of a new creature. Choose a point within range and think of a creature. You can either select a creature with predetermined statistics, let your DM choose one for you, or work with your DM to create one from scratch. Then, roll 1d100, and consult each table below and apply the highest or lowest modifier from the table. The following happens depending on the circumstances.\n\n\nModded Roll\n\nResult\n\n\n1\nThe spell backfires terribly. You take 40 force damage that can't be reduced or negated by any means from the shock, and gain a level of exhaustion.\n\n\n2-19\nThe spell backfires spectacularly. The built-up magic explodes. Each creature within 20 feet of the point you targeted must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much on a success.\n\n\n20-49\nThe spell backfires, and instead creates a random creature of a similar CR rating.\n\n\n50-69\nThe spell succeeds somewhat. It creates the desired creature at a random point within range.\n\n\n70-99\nThe spell succeeds proficiently, and creates the desired creature at the designated point.\n\n\n100+\nThe spell succeeds perfectly, and creates the desired creature at the designated point. The new creature becomes charmed by you for 1 week, and is friendly to you and your companions for the duration. Its disposition towards you afterward depends on how you treated it during that time, as well as the creature's alignment.\nIf the spell suceeds, the chosen creature spawns into existence at the point designated by the table. It is constructed from nonmagical material, and thus cannot be dispelled. If or when the creature dies, it crumbles into dust and disintegrates.\nConjure Monster Modifiers[edit]\n\n\nMod Amount\n\nPhysical Evidence (Apply only the highest applicable modifier)\n\n\n-10\nThe desired creature has never existed before.\n\n\n0\nYou have no physical evidence.\n\n\n+5\nYou have within line of sight what you believe to be physical signs of the desired creature's previous presence; such as a footprint, handprint, or other marking.\n\n\n+10\nYou have within reach a crude visual depiction of the desired creature.\n\n\n+10\nYou have within reach a tiny body part of the desired creature; such as a tooth, eye, or finger.\n\n\n+20\nYou have within reach a detailed visual depiction of the desired creature.\n\n\n+20\nYou have within reach a small body part of the desired creature; such as a hand, foot, bone, or horn.\n\n\n+40\nYou have within reach a large body part of the desired creature; such as an arm, leg, or head.\n\n\n+60\nYou have within reach a heavily decayed corpse, heavily damaged corpse, or full skeleton of the desired creature.\n\n\n+70\nYou have within reach a fresh corpse of the desired creature.\n\n\n+90\nYou have within reach a living instance of the desired creature.\n\n\nMod Amount\n\nVisual Confirmation (Apply only the highest applicable modifier)\n\n\n0\nYou have never seen the desired creature before.\n\n\n+5\nYou have within reach a written description of the desired creature's appearance, or have had the desired creature verbally described to you before.\n\n\n+5\nYou have seen the desired creature at least once before.\n\n\n+10\nYou have seen the desired creature at least once before in the last month.\n\n\n+20\nYou have seen the desired creature at least once before in the last 24 hours.\n\n\n+30\nYou have seen the desired creature at least once before in the last hour.\n\n\n+50\nThe desired creature is within line of sight.\n\n\n+90\nThe desired creature is within line of sight and has been standing relatively still for the duration of the casting.\n\n\nMod Amount\n\nCreature Complexity (Apply only the lowest applicable modifier)\n\n\n+60\nThe desired creature's CR is 0.\n\n\n+30\nThe desired creature's CR is 1/4 or lower.\n\n\n+15\nThe desired creature's CR is 1/2 or lower.\n\n\n+10\nThe desired creature's CR is less than one-tenth of your level.\n\n\n+5\nThe desired creature's CR is less than one-half of your level.\n\n\n0\nThe desired creature's CR is less than or equal to your level.\n\n\n-5\nThe desired creature's CR is higher than your level.\n\n\n-10\nThe desired creature's CR is 5 or higher.\n\n\n-20\nThe desired creature's CR is 5 or higher.\n\n\n-30\nThe desired creature's CR is 10 or higher.\n\n\n-40\nThe desired creature's CR is 15 or higher.\n\n\n-50\nThe desired creature's CR is 20 or higher.\n\n\nMod Amount\n\nCreature Size (Apply only the lowest applicable modifier)\n\n\n0\nThe desired creature's size is Medium or Small.\n\n\n-5\nThe desired creature's size is Tiny or Large.\n\n\n-10\nThe desired creature's size is smaller than Tiny, or Huge.\n\n\n-15\nThe desired creature's size is Gargantuan or larger.\n\n\nMod Amount\n\nCreature Detail (Apply only the lowest applicable modifier)\n\n\n0\nThe desired creature is a generic example of its kind.\n\n\n-5\nThe desired creature is a copy of a creature you can see witin range.\n\n\n-10\nThe desired creature is a copy of a creature you can see.\n\n\n-15\nThe desired creature is a copy of a creature you have seen depictions of.\n\n\n-25\nThe desired creature is a copy of a creature you have heard of but never seen before.\n\n\n-40\nThe desired creature is a specific creation that's never existed before.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Object\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Bard, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S\nDescription: You create a single, simple, non-magical object that you have seen before in your hand. This object must be something you can comfortably hold in one hand. This item lasts for the duration unless you use this spell again, the item takes damage, is dispelled (no action required), stowed, dropped, or otherwise lost from your hand(s). Items created through this spell have no gold cost. If creating an item like a book, the contents are chosen by the conjurer, though only as accurate as the conjurer can remember (ie spellbooks would only contain a wizard's prepared spells)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Ordinance\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Paladin, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a chunk of metal worth at least 20 gp, consumed by the spell\nDescription: As the metal used in casting warps and bends, it balloons into the shape of a Large sized artillery piece. It has an AC of 17, 70 hitpoints, and immunity to poison and psychic damage. As an action while standing beside the piece, you can cause it to fire at a target within 600 feet. Make a ranged spell attack, with disadvantage if they are more than 200 feet away, or within 20 feet of you. On a hit, it deals 4d8 force damage, or twice as much when hitting an object.\nThe artillery piece dissapears when it reaches 0 hitpoints, or when the spell ends.\nAt Higher Levels. When cast at 7th level or higher, the artillery piece deals an extra 1d8 damage for every two levels above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Potion of Healing\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a pinch of powdered, crushed ladybug\nDescription: You conjure a common-rarity potion of healing in your hand, or in the hand of a willing creature within range that you can see. The potion, and the glass that it comes in, vanish into thin air when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the potion's rarity increases for every two slot levels above 3rd: Uncommon (5th), Rare (7th), Very Rare (9th)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Shield\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a shimmering, spectral shield that you are considered proficient with in a free hand. The shield disappears at the end of the spell's duration, or when you let go of it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Skeletons\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Minute\nRange: 90 Ft.\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an object with a connection to The Dream\nDescription: You call forth a group of skeletons.\n4 Skeletons appear in an unoccupied area of your choosing, within range. The Skeletons disappear when they drop to 0 hit points or when the spell ends.\nThe Skeletons are friendly to you and your companions for the duration. Roll initiative for the Skeletons as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, The number of skeletons increases by 2 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Spirit Wolf\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: the hair of a wolf\nDescription: You summon the fey spirit of a wolf to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a wolf.\nYou can communicate telepathically with this wolf and it can respond telepathically using any language you know. It retains its memories between summonings.\nThe wolf is friendly to you and your companions for the duration. The wolf 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 wolf 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 2nd level or higher, you conjure one additional wolf for every slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Stones\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer\nCasting time: 1 Action Or 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You close your hand, and when you open it again, up to three round stones appear in your palm. These stones are non-magical, but do possess a good size and weight for throwing. A stone conjured by this spell is an improvised weapon that has a range of 20/40 and does 1d4 bludgeoning damage on a hit.\nAlternative Usage. Instead of creating up to three small stones when you cast this spell, you can instead choose to create a fistful of either gravel or sand in your hand. A fistful of sand can be thrown at a creature within 5 feet of you as an improvised weapon. If it hits, they take 1 piercing damage and must make a Constitution saving throw or be blinded until the end of their next turn. Creatures wearing eye protection are immune to this piercing damage. The creature does not make the saving throw if they don't take the damage from the sand.\nSee Also[edit]\nMagic Boulder\nStone Grenad"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure the Crimson Claws of Night\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an iron gauntlet, drenched in the fresh blood of a humanoid\nDescription: You create a pair of Large, wickedly sharp, blood-red claws like the claws of an animal in unoccupied spaces that you can see within range. The claws last for the spell's duration, and move at your mental command.\nEach claw is an object that has AC 20 and hit points equal to half your hit point maximum. If a claw drops to 0 hit points, it vanishes. The spell ends if both claws drop to 0 hit points.\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move each claw up to 60 feet and then cause one of the following effects with each claw.\nClaw. The claw strikes one creature or object within 5 feet of it. Make a melee spell attack for the claw using your game statistics. On a hit, the target takes 6d8 slashing damage and if it is no larger than Medium size, it is grappled (escape DC = your spell save DC). While a creature is grappled, it is also restrained.\nCrush. The claw crushes a grappled creature or object, automatically dealing 6d8 slashing damage.\nA creature or object does not have resistance or immunity to slashing damage from the claws unless it also has resistance or immunity to slashing damage.\nIf your concentration is broken, the claws don't disappear. Instead, you lose control of the claws, they become hostile toward you, ignoring all other creatures to attack you until you are dead. Uncontrolled claws can't be dismissed by you, and they will pursue you until they you or the claws are dead, whichever comes first. Should you fall unconscious or dead, the claws will grab your body and vanish; you will never be seen again. Any attempts to bring you back to life short of a wish spell or divine intervention will fail"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Water\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: V, S, M\nMaterial cost: a bottle or waterskin\nDescription: You open a small portal in the bottle or waterskin you are holding to the primordial Plane of Water, conjuring water that is either salty or fresh, that appears to flow from the object.\nYou produce 10 gallons of water, that gushes forth in a waterjet 30 feet long and 1 foot wide. As a bonus action, you can aim the jet at a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or take 1d4 bludgeoning damage and fall prone.\nInstead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.\nAt Higher Levels. You can cast this spell using a spell slot of 2nd-level or higher. When you do so, the amount of gallons created increase by 10 and the damage increases by 1d4 for each level of slot spent beyond the 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Weapon\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You create up to three simple or martial melee weapons at any point during your turn, either in a free hand or on the floor at your feet. The weapons must be of a type you are proficient with and cannot have a combined value more than 25 gp. The created weapons are considered nonmagical for overcoming resistances and immunities to nonmagical damage and disappear at the end of your turn if they leave your hands.\nIf the weapon created has the light property, or if you have the dual-wielder[1] feat, you can use the same bonus action used to create the weapon to make an attack with it if as if using two-weapon fighting.\nOnce you reach 5th level, the created weapons become magical for the purposes of overcoming resistances and immunities to nonmagical damage and you can create up to five weapons with a combined value of 50 gp or less. At 11th level, any weapons created by this spell become +1 weapons, and you can create up to seven of them with a combined value of 125 gp or less. At 17th level, they become +2 weapons, and you can create up to nine of them with a combined value of 550 gp or less."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Wraith\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 1 Hour\nComponents: M\nMaterial cost: A small pouch of ashes\nDescription: Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20, and add your Spellcasting modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 1d6 force damage to anything within 30 feet.\nThe wraith can target any corpse that has been dead for under 1 minute and create a specter, that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a specter remains, it explodes, dealing 1d6 force damage to anything within 30 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 4 or higher, the wraith can create one additional specter, per spell slot used"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjurer Joke\nLevel: 5\nSchool: Conjuration\nClasses: Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Choose two objects or creatures within range, one of which you must be touching. The two things switch places with each other instantly. If you are casting this spell on an unwilling creature, then it must succeed on a wisdom saving throw of your spel"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Consecrate Weapon\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Holy Symbol, Sprinkling of Holy Water, Weapon with Metal Striking Surface\nDescription: The metal of a weapon you are holding is blessed with holy might, gleams with a mirror finish, is unable to be tarnished by non-magical means and radiates a good 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 and all damage dealt by it becomes radiant. The spell ends if you cast it again or if you let go of the weapon.\nAt Higher Levels. When you cast this spell using a spell slot of level 2 or higher, increase the damage by 1d8 for each level beyond firs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conspiracy Theory\nLevel: 3\nSchool: Necromancy\nClasses: Warlock\nCasting time: Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A Raven's Feather\nDescription: You call upon the ravens' power, bringing forth a tornado of magical ravens from beneath you. Following your command, the conspiracy of ravens swarms your target.\nAll creatures within a 5-foot radius around you must make a Dexterity saving throw, or take 1d6 necrotic damage. The conspiracy then attacks a target, dealing 1d8 necrotic damage on each one of your turns that concentration is maintained. As an action, you can change targets.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an additional 1d6 damage, and conspiracy deals an additional 1d8 damage. At 5th level and higher, the conspiracy becomes an area of effect centered around the target, dealing 1d6 in a 5ft. area, increasing by 5ft. for every level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Construct Homunculus\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Hour\nRange: 5 Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny statue resembles a homunculus, a bats wing, a cats eye, 1 gp jewel, a blood drop, which spell consumes all components\nDescription: Few can find a good familiar that they can trust, and even fewer can find one's that are able to remain connected at all times.\nWhen casting this spell, you transform the spell components into a golem(timcanpy)-like familiar.\nAt Higher Levels. When you cast this spell using a spell slot of level 2 or higher increase humunculus size by one category"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Consume the Fallen\nLevel: 4\nSchool: Necromancy\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: Self (50-Foot Radius)\nDuration: 10 Minutes\nComponents: S\nDescription: You spread life-sapping spores through the air within the radius, stealing the fleeting life force of those who fall in battle. Whenever a Medium or larger creature falls unconscious within the radius, you regain 10 hit points. Whenever a Small creature falls unconscious within the radius, you regain 5 hit points. You regain no hit points from creatures smaller than Small. If a target makes death saving throws, it is considered to have automatically failed one.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 4 per creature for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Consumptive Malice\nLevel: 9\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Hour\nRange: 800 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tooth from a wight, a boar's hoof, a slab of beef infected with mad cow, and a smoky quartz crystal worth at least 5,000 GP which the spell consumes\nDescription: Upon completion of this spell, you reduce your hit point maximum by 30 until you complete a long rest and create a dread wind within a 100-foot radius sphere centered on a point that you can see that is in range. Every creature within this radius must make a Constitution saving throw or take 10d10+20 necrotic damage, or half as much damage on a successful saving throw. Celestials and fiends within this area are immune to this damage. Any Medium or Large creature killed by this damage rises as a zombie with temporary hit points equal to your total level. These zombies are hostile to all creatures that are not also zombies. Additionally, these zombies are marked with a curse that causes any Medium or Large creature that they kill to also be raised as a zombie that also bears the curse"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Contained Apocalypse\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action, At Least (See Below)\nRange: 150Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an arcane focus worth at least 15gp, which the spell consumes\nDescription: point to an area on the plane you are on, and annihilate all matter in that area, creating a hole in the world.\nAll matter in a 2ft sphere originating at a point within range stops existing. If this sphere is larger than a creature within it, that creature dies. If it is inside a creature larger than it, that creature takes 4d10 force damage and must make a constitution save or be sent to the Astral Plane. The sphere becomes a hole in whatever plane you cast it in, leading to the Astral Plane. If you cast this on the Astral Plane, it becomes a Sphere of Annihilation. If you choose, you can increase the casting time to increase the sphere's radius. 1 minute increases the radius to 5ft, and each additional minute doubles it (2 minutes 10ft, 3 minutes 20ft, Etc.) You may make a number of creatures equal to up to your spellcasting ability modifier exempted from the instant death effect of this spell, instead being drawn safely into the Astral Plane. The death effect of this spell ignores protection against instant death, such as the Death Ward spell, as it erases creatures it kills from existence. A creature killed this way cannot be brought back to life by anything short of direct divine intervention by a deity of great power.\nAt Higher Levels. If by some artifact or boon, you cast this spell at 10th level, it destroys the entire plane of existence you are on, killing all creatures, deities, and anything else on that plane you don't exempt. (Really?"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Contained Horrors\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of ectoplasm\nDescription: You create a 5-foot-radius mass of screeching ghosts on an unoccupied point you can see within range. As a bonus action on your turn, you may move the mass 40 feet in one direction to another unoccupied point you can see within your range. Any creatures the mass moves through must make an Intelligence saving throw. A target takes 12d8 psychic damage on a failed save and is frightened of you for the duration of the spell, or they take half as much damage on a successful save and are not frightened of you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Continual Light/Darkness\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Cleric, Wizard\nCasting time: 1 Minute\nRange: 180 Feet (60-Foot Radius)\nDuration: Until Dispelled\nComponents: V, S\nDescription: You create a 60-foot radius sphere of your choice of never-ending light or darkness emanating from a point you choose within range. This effect spreads around corners. Completely covering the source of the effect with an opaque object, such as a bowl or a helm, blocks it completely until removed.\nIf an area of magical light and magical darkness of identical level overlap, they cancel out within the overlapping area.\nLight. The area is filled with magical bright light. It suppresses any magical darkness of 3rd level or lower that it overlaps with, and it counts as direct sunlight for the purposes of Sunlight Sensitivity or other effects that are sensitive to daylight.\nDarkness. The area is filled with magical darkness. It suppresses any magical light of 3rd level or lower that it overlaps with."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Continuous Frosty Ray\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self(60-Foot Line)\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a blue gemstone worth at least 50 gp\nDescription: An icy beam of blue-white light shoots away from you in a direction that you choose, in a line 60feet long and 1 foot wide. Any creature that is in the line or steps into it must make a Constitution saving throw, taking 6d 8 cold damage on a failure,or half as much damage on a success. Additionally,a creature that fails the save is frozen and has its speed reduced to 0 feet for the duration. A frozen creature can make a Strength check, freeing itself on a success.\nAny objects in the line are automatically frozen. A creature that attempts to touch a frozen object takes 1d8 cold damage.\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the \ndamage increases by 1d8 per slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Air\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a pinch of dust\nDescription: Until the spell ends, you control any freestanding air inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect with a different center, direction and/or targets or choose a different one.\nRedirect Wind. You cause the air in the area to move in a direction you choose, from one point to another within the cube, even if this wind has to blow over obstacles, up walls, or in other unlikely directions. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the wind have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. The air in the area moves as you direct it, but once it moves beyond the spell's area, it continues to move in the orginal direction you chose until the spell ends or you choose a different effect. Any creature in the wind's path, if it is strong and when this option is cast, must succeed on a Constitution saving throw, or be pushed 15 feet to the wind's direction, and fall prone.\nDefenestrating Sphere. You create a 30 feet radius sphere of extremely compressed air centered somewhere within range. You compress the air inside the sphere to the point it bursts, creating an extremely loud thunderous sonic boom, that can be heard up to 300 feet away. Every creature inside the sphere must make a Constitution saving throw. If it fails the saving throw it takes 4d8 thunder damage, is deafened for 1 minute, and is pushed 20 feet away from the center. If it succeeds, it only takes half damage.\nTornado. You cause a tornado to form in the center of an area within range. The tornado forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex when it is cast is pulled 10 feet toward it. A creature can walk away from the vortex by making a Strength (Athletics) check against your spell save DC.\nWhen a creature is 10 feet from the vortex and it starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to walk away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\nWhen an object or creature is caught in the vortex, it takes 2d8 bludgeoning damage; this damage also occurs at the beggining of its' turn, each round it remains in the vortex.\nAccelerating Gale. Up to two allies that you can see within range are enveloped in fast whirlwinds, allowing them to be as swift as the wind. For the duration and they have the following benefits:\n+1 bonus on melee and ranged attack rolls\nSpeed increased by 10 feet\nDamage rolls from melee and ranged attacks deal 1d8 extra force damage\nIn addition, the attack gains benefits based on whether it is melee or ranged:\nMelee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.\nRanged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.\nConstricting Currents On your command, the air forms into bands of swirling wind, much like shackles, around one huge or smaller creature, or up to 3 medium or smaller creatures that you can see within range. It must make a Strength saving throw. If it fails the saving throw it is restrained and lifted 10 feet into the air. A creature can make a Strength saving throw at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. To keep the creatures restrained, you must use your action on each of your turns. As a bonus action, on your turn, you can move a single creature affected by this spell 20 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8/1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Elements\nLevel: 0\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You can mold fire, wind, water, life, and earth. This spell can control all nature, and can be used offensively or in other more creative ways. You may mold naturally occurring aspects of the element of your choosing, allowing you to reshape or move no more than 1 square foot of plant, stone, soil, and ice, water, fire, air, or allowing you to deal 1d4 damage of your chosen element type (lightning, fire, cold, necrotic, acid).\nThis damage increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Living Skeleton\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Sorcerer\nCasting time: 1 Action\nRange: 30'\nDuration: Concentration, 10 Minutes\nComponents: V, S, M\nMaterial cost: four strings attached to the ends of two crossed sticks\nDescription: Control the internal skeleton of a living creature. The creature gets a saving throw on strength each round to regain control of its skeleton. The creature still has control over their lips, tongue, eyes and magical breath, but all bones are under the control of the caster. The creature can still cast spells it knows with no somatic component. Any breath or verbalized attacks are at a disadvantage. The creature goes where the caster wants and does what the caster wants at half speed, and with disadvantage. If the caster tries to make the creature do anything that is dangerous to itself, it gets an additional saving throw as a reaction. This spell not affect undead, gods, demi-gods, or creatures with legendary actions."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Person\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You attempt to beguile a humanoid that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \u201cAttack that creature,\u201d \u201cRun over there,\u201d or \u201cFetch that object.\u201d If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends.\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level, the duration is concentration, up to 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Polarity\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a magnet\nDescription: You alter the polarity of two targets, forcing them toward or away from each other. When you cast the spell, choose two targets within range that are at most 30ft from each other. The targets can be creatures or objects that aren't being worn or carried. If one of the targets is an object that weighs 1000lbs or more, it automatically succeeds the saves caused by this spell. Choose one of the following effects to apply to the targets:\nAttract. The targets must succeed a Strength saving throw, or be pulled towards each other, colliding at the center of their separation. On a successful save, a target is not moved. For every 10ft the targets move, they take 1d6 bludgeoning damage upon collision. A target must repeat the save at the beginning of its turn or be pulled towards its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move away from each other while within 30ft of one another.\nRepel. The targets must succeed a Strength saving throw, or be pushed away from each other. On a successful save, a target is not moved. For every 10ft the targets move, they and whatever is in their path take 1d6 bludgeoning damage upon collision. target must repeat the save at the beginning of its turn or be pushed away from its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move towards each other while within 30ft of one another.\nThe DM may add or alter the collision damage of this spell depending on the nature of the objects that are colliding.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance between the targets increases by 10ft and the weight limit increases by 200lbs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Sunlight\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Constitution saving throw to avoid becoming blinded until the start of their next turn. At the end of a creature's turn in the area of bright sunlight they take 2d6 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Undead\nLevel: 7\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 30 Days\nComponents: V, S\nDescription: You target an undead creature in range. The creature must make a Wisdom saving throw; It has disadvantage on this saving throw if its Intelligence score is 10 or less, and it automatically fails if its intelligence score is 5 or less. On a failed save, the target is brought under your mental control.\nWhile an undead is under the control of this spell, and within 1 mile of you, you may telepathically issue commands to it which they follow to the best of their ability. If no commands are given, it will defend itself against hostile creatures.\nDuring combat, the undead rolls for its own initiative. You decide what actions it takes and where it may move.\nUndead controlled by this spell cannot be freed by means other than a necromancy wizard's Command Undead feature, or another spellcaster casting control undead or other appropriate spell of 7th level or higher.\nThis spell has no effect on creatures with legendary actions.\nThe spell ends at the end of the duration, or when the undead is destroyed, or when control of it is taken away.\nAt Higher Levels.\nWhen you cast this spell using an 8th level spell slot, the duration increases to 1 year.\nWhen you cast this spell using a 9th level spell slot, the spell lasts until dispelled or countered, or until the undead is destroyed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Convalescence\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Paladin\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an opal worth at least 250 gp\nDescription: A wave of warm, blue healing energy washes over a creature within range, healing its wounds. The target recovers hit points equal to 4d10 + your spellcasting ability modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the healing increases by 1d10 for each spell level above 3rd. If you cast this spell using a spell slot of 7th level or higher, you may sacrifice 1d10 points of healing to end one condition on the target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Copy Book\nLevel: 0\nSchool: Conjuration (Ritual)\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute Per 50 Pages\nRange: Touch\nDuration: Instantaneous\nComponents: M\nMaterial cost: pages of paper worth 5 SP per 50 pages in the original book\nDescription: Creates a copy of a text or book (spellbooks and other magical items excluded). Depending on how many pages are to be copied material and casting time is needed. eg a 250 page book takes 2,5 GP worth of paper and 5 minutes time to copy"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Coral Blast\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a sharp chunk of neurotoxin-laced coral at a creature or object within range. Make a ranged spell attack against the target. If you are underwater, this roll never has disadvantage. On a hit, the target takes 1d6 slashing damage. If the target is a creature, it must make a Constitution saving throw or take an additional 1d6 poison damage.\nThe poison and slashing damage of this spell both increase by 1d6 when you reach 5th level (2d6/2d6), 11th level (3d6/3d6), and 17th level (4d6/4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Corazon's Tiny Glyph\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled Or Triggered\nComponents: V, S, M\nMaterial cost: an opal worth at least 50 gp\nDescription: When you cast this spell, you inscribe a small glyph, no larger than a few inches wide, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose an object, that object must remain in its place; if the object is moved more than 5 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph glows dimly and requires a successful Wisdom (Perception) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\nYou may specify for your glyph's trigger condition to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\nExplosive Runes. When triggered, the glyph erupts with magical energy in a 10-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\nSpell Glyph. You can store a prepared spell of 1st level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of an explosive runes glyph increases by 1d6 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Corpse Explosion\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell. If an undead creature is affected by this spell or its explosion, then it must succeed Constitution saving throw or explode, repeating the same effect as this spell a number of times equal to half its CR (a minimum of 1 time).\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: Corroding Strike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Calling forth from the land around you. Your weapons wreaths itself in acid as you strike\nAs 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 suffers the attack's normal effects and takes extra damage equal to your spellcasting modifier as Acid damage.\nThe spell\u2019s 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: Corrosive Aura\nLevel: 4\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Corrosive Bile\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self(20 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a ration, consumed by the spell\nDescription: You begin to hurl, as you create a 20 foot long, 3 foot wide beam, which melts just about everything it touches. Something that enters or starts their turn in the beam must make a Dexterity saving throw, or take 1d10 acid damage. Additionally, any non-magical objects caught in the beam will begin to degrade. If the object isn't being worn or carried, it destroys a 1-foot cube of it. If the object is being worn or carried by a creature, a failure of the above Dexterity save incurs the following effects.\nIf the object touched is either armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, it gains a permanent and cumulative -1 penalty to attack and damage rolls. A weapon that drops to -5 is destroyed.\nAs an action, you may change the direction of the beam.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Corrosive Flame\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Invoking the chaotic nature of fire, you set a single target within range ablaze with ethereal green flames by snapping your fingers. On cast, the target takes 1d4 fire damage and is set ablaze. At the start of their next turn, they must make a Constitution saving throw to put out the flames, or take 2d4 fire damage. Each turn the target fails to put out the flames causes them to burn more intensely, adding an additional 1d4 fire damage per turn. The fire persists for the duration unless extinguished with a successful saving throw.\nAt Higher Levels: The spell's initial damage and initial burn increases by 1d4 for every level this spell is cast above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Corrosive Hands\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (15 Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Corrosive liquid sprays and damages targets and metal objects\nAs you hold your hands together forming a cup pointed outwards, a thin spray of corrosive liquid shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid also corrodes any metallic objects in the area that aren\u2019t being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 2 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: Countertrip\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You interrupt a creature in the process of casting a cantrip. The creature's spell automatically fails, and has no effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cover\nLevel: 3\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Nonhostile Creature You Can See Within 60 Feet Is Targeted By An Attack Or A Harmful Spell\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pearl worth at least 100 gp\nDescription: In a flash of light, you and the targeted creature switch places. You gain 10 temporary hit points, which last until the start of your next turn, and become the new target of the attack or spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain 10 additional temporary hit points for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crabbo's Grasp\nLevel: 0\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Round\nComponents: S\nDescription: At your summons, a multitude of earthen claws the size of a lobsters attempt to grasp at a grounded creature within range. The target must succeed on a Strength saving throw or become restrained until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crackle With Power\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You draw in the power of the Strixhaven snarl, channeling all your energy into fiery prowess. Make a ranged spell attack against a target within range. On a hit, the target takes 2d10 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st, and you may choose an additional target for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Craftsmanship\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 8 Hours\nComponents: V, S\nDescription: Craft non-magical items with greater speed. When crafting a non-magical object, you may spend an additional 50 gp per day toward completion of the item. Alternately, you may craft two items with a combined cost of no more than 25 gp in a single day. You must be proficient with the relevant crafting tools to gain this benefit"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crash and Burn\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell choose a creature or point that you can see within range. You launch yourself forward in a line to the point you selected with a blast of fire, each creature caught in the line must make a Dexterity saving throw or take 5d6 fire damage, half on save. Once you reach the point you selected, you take 2d4 Bludgeoning damage from the force of the blast.\nAt Higher Levels. When you cast this spell using a spell slot of 3 or higher the damage increases by 1d6, the range of the spell also increases by 10 feet for every 2 slots higher than 2. The damage you take increases by 1d4 for every spell slot above 2 used to cast this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Air\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 30 Yards\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small stoppered flask\nDescription: Creates fresh air around target and up to 2 other creatures.\nWhen this spell is cast it creates a bubble of clean air around the target. This drives out foul or stale air and turns it to fresh air. It is used most often to create the air bubble around a person who has fallen overboard and has drifted out of the air envelope of the ship. This air bubble lasts for 5 rounds then the vacuum of space takes over.\nIf the target is affected by a spell or an event like the cloudkill spell, it will shield them from the effects by creating a vacuum around them, separating them from the harmful air, before the effect of the spell/event begins again.\nAt Higher Levels. When using a spell slot of 2nd level or higher the air bubble lasts an additional 5 rounds per spell slot above 1s"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Building\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: This spell creates a simple building that fits entirely within a 10-foot cube within range. Creatures within this area when you cast the spell are harmlessly pushed to the nearest unoccupied space.\nThe building may be made of wood, stone, brick, or similar structural material, and can be structured and furnished however you wish. This spell can't create food, magic items, mechanical details more complex than hinges and latches, or anything stronger than iron, and any material removed from the building vanishes instantly. After 7 days or when you create another building with this spell, the building crumbles into the ground and vanishes. You can cast this spell again while it is active to maintain the building\u2019s existence for another 7 days.\nCasting this spell on the same building once every 7 days for a year makes it permanent.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the cube by 5 feet for each slot level beyond 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Construct\nLevel: 2\nSchool: Conjuration (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 20 Minutes\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: at least 10g, incense and charcoal, one metallic pot of any sort, bone dust, object(s) that the DM agrees are reasonable for creating a construct.\nDescription: Target one suit of armor, statue, pile of rocks, or similar target, given that the DM agrees a golem could be made using it as a body. Burn the incense with the charcoal in the pot, and let the smoke fill the air around it. Pour the powdered bone into the pot, followed by all of the gold and valuables, then chant an incantation. All materials are consumed by the spell, other than the pot. Gemstones, enchanted items, or other valuables are a reasonable substitute for gold, if a large amount of gold is not readily available. A pile of bones can be targeted with this spell, but it will not technically be considered undead, and will not be sensed by spells or abilities such as Detect Evil, unless constructs are mentioned specifically in those spells.\nImmediately, the construct will stand on its feet, and await orders. The construct can follow orders, but if its intelligence is too low, it may misunderstand the intention behind certain phrases. The construct can communicate with you telepathically if its intelligence is above 6 and it is within 100 ft.\nThe nature of the construct will be determined between yourself and the DM, and its statistics will vary based on the type of construct created, the amount of gold sacrificed, and the target chosen.\nIf the chosen target is a suit of armor, for example, but only 10 gold is sacrificed, the construct will become an Animated Armor. If the suit of armor is enchanted, however, or a more substantial amount of gold is sacrificed, a Helmed Horror or Shield Guardian will be produced. If a particularly large amount of valuables are sacrificed, and the suit of armor is particularly large and high-quality, an Iron Golem will be produced. If an insubstantial amount of gold is produced for the target, the spell will fail. Due to this, a short out-of-character dialogue with the DM may be necessary when creating particularly high-level constructs with heavy sacrifices, such as Iron Golems.\nThe DM can prepare the stats of the produced construct by rolling them or by choice, if suitable statistics do not already exist. If suitable statistics do exist, the construct will be able to perform actions that constructs of that type would know. For example, a Shield Guardian produced by this spell would be able to use Regeneration.\nThe construct rolls for its own initiative, and you can spend your action ordering it any command. If the construct reaches 0 hit points, it collapses onto the ground, and the spell must be reperformed. Any enchanted items used will remain enchanted, and clatter to the ground. You can only produce one construct at a time, but you can dismiss them at any time verbally. By default, they will simply follow you around and defend themselves against hostile enemies unless instructed to do otherwise"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Demise Armor\nLevel: 9\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 4 Hours\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A complete skeleton from a large or bigger creature, which are consumed\nDescription: There may be some balance problems, use it under your own responsibility.\nYou infuse the skeleton with arcane symbols and necromantic power threads, infusing it with a power beyond death. It then becomes a Demise Armor and you become its master. It is completely loyal to you, and will do whatever it takes to keep you alive, following every command you give it. You can act separately or, if its at least one size larger than you, put it on as the armor it actually is. Doing this will follow similar rules than those for mounts and will grant you some especial benefits.\nIf you act separately:\nIt rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability.\nIf you leave the armor during combat, it acts after your initiative.\nIf you put it on:\nEntering and leaving the armor works as riding a normal mount. While on it, you count as a singular unit and act on your initiative:\nUse its movement speed.\nYou can choose between your own actions and reactions or the armor's. You can't cast spells from 8th or 9th levels.\nYou can use Shadow Stealth.\nYour AC is equal to the armor's or yours, whichever is higher.\nYou share all your senses, resistances and inmunities.\nDamage from all sources hits the armor instead of you. If you recieve damage, substract it from the armor's HP. If its HP falls to 0, it's destroyed, you leave it and any excess damage carries to you. As long as the excess damage doesn't reduce your HP to 0, you aren't knocked unconscious.\nHowever, a Demise Armor needs a constant supply of magic to keep working. Once every 24 hours, you must cast this spell again on it or the Demise Armor will become inactive until you do so. You can only have 1 Demise Armor active using this spell. Additionally, your hit points will be halved whenever the Armor is active. This reduction cannot be avoided. Your HP will return to normal after a short or long rest (and only if the armor is dormant or it has been destroyed).\nAdditionally, you can make it stronger by providing it with more magic.\nAs an action while the armor is active, you may spend any number of spell slots to pay for one of the next effects, each spell slot gives X charges, where X is its level. Unused charges will be lost after your next short or long rest.\nReform (14 Charges) The Demise Armor reforms in an unoccupied space within 30 feet of you and you take 4d8 necrotic damage. The Armor must have been destroyed in order to use this.\nDemise Aura (8 Charges) For the next 5 rounds at the beginning of the armor's turn, every creature within 30 feet which isn't a constructor or undead makes a Wisdom Saving Throw against your Spell Saving DC. On a fail, they take 4d8 necrotic damage and become frightened for the next 3 rounds. On a success, they take only half as much damage and aren't frightened. Undead in the affected area instead recover 2d6 hit points.\nWings (7 Charges) The Demise Armor gains a flying speed of 40 ft. for the next 24 hours. You must be toching it in order to use this.\nTeleport (7 Charges) The Demise Armor appears in an unoccupied space within 30 feet of you. You don't even need to be in the same plane.\nHeal (X Charges) The Demise Armor is healed by Xd8 hit points. You must be at most 60 feet away from it in order to use this.\nPower Up (X Charges, as a Reaction to the Demise Armor attacking) The Demise Armor's next attack deals an additional Xd6 necrotic damage. You may use this after the attack roll, but not after you know whether it hits or not. You must be at most 60 feet away from it in order to use this."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Elemental Undead\nLevel: 7\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 10 Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A ring containing a black onyx gem worth at least 120 gp for each corpse, which must be placed on the corpse's finger or similar digit, and additional components (see below)\nDescription: Choose 1 Medium or Small humanoid corpse you can see within range. Each corpse becomes your choice of flinthusk, poolhusk, singehusk, or windhusk. (The GM has the game statistics for these creatures.)\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over one creature you have animated with this spell, rather than animating new ones.\nAll 4 creatures have specific death requirements for animation. If these requirements are not met, the ring used as a component for this spell must contain an additional gem worth at least 60 GP: A blue sapphire for a windhusk, a yellow diamond for a flinthusk, a red corundum for a singehusk, or an emerald for a poolhusk. If the spell is cast in this way, the corpses will take form as if they had died in the way they would've otherwise required to (a singehusk will burst into flames, etc).\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or assert control over 1 additional creature per level after the first."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Ghost\nLevel: 5\nSchool: Necromancy (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 1 Year\nComponents: V, S\nDescription: You touch a willing humanoid. If they die within the spell's duration, they immediately turn into a ghost with the same alignment as in life.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may affect one additional humanoid per slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Guardian\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 12 Hours\nRange: Touch\nDuration: Indefinite\nComponents: V, S, M\nMaterial cost: the body of the victim which is consumed\nDescription: You create a loyal guardian and companion that will serve you for life... or longer... Spending your essence, you create an undead guardian, be it existing or new, as long as it is of a Challenge Rating equal to or less than 1 level below the caster. You must target a creature's corpse with this spell. It then returns to life as an undead creature with the same statistics it had in life except for the below alterations.\nIts creature type changes to undead.\nIt gains the following changes unless it already has better ones:\n60ft. darkvision\nIts Strength becomes 16.\nIts Constitution becomes 14.\nIt becomes proficient in Strength and Constitution saving throws.\nIt gets immunity to diseases.\nIt gets immunity to poison damage and the poisoned condition.\nIt gets immunity to necrotic damage.\nIn addition, its Intelligence becomes 3 and It cannot speak, but it can understand languages it previously knew and can understand sentences spoken by its creator in any language. Finally, any attack that deals a damage type other than bludgeoning, piercing or slashing now deals necrotic damage.\n\nBeing an Undead, it does not need to eat, drink, breathe, or sleep.\n\nIt also gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Constitution save against 5 plus the damage dealt to be reduced to 1 hit point instead).\n\nIt rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability.\n\nWhen a zombified creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse is treated as the corpse of the original creature for the purposes of further zombification.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Challenge Rating may increase by one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Magic Item\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 8 Hours\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a nonmagical item that you would like to enchant, which the spell consumes\nDescription: You draw your magical energy into an object, turning it into a magic item. As you start casting this spell, choose a magic item. The material component must match the magic item you want to create, i.e., using a sword as a material component to turn it into a +1 sword, or turning. Once the spell completes, the object used becomes the designated magic item. If the spell is disrupted during the casting process, the spell fails and the spell slot is wasted. The maximum rarity of the magic item you can create is determined by the level spell slot you expend, as shown in the table below.\n\n\nSpell Level\nName\nItem\nDescription\n\n\n1st\nCommon\nVaries\nYou can replicate or create a common magic item\n\n\n3rd\nUncommon\nVaries\nYou can replicate or create an uncommon magic item\n\n\n5th\nRare\nVaries\nYou can replicate or create a rare magic item\n\n\n7th\nVery rare\nVaries\nYou can replicate or create a very rare magic item\n\n\n9th\nLegendary\nVaries\nYou can replicate or create a legendary magic item\nIf you already have a magic item created with this spell and you cast this spell again, the first magic item disappears in a flash, with nothing remaining behind."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Major Helm\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 3 Days\nComponents: V, S, M\nMaterial cost: chair or something similar that can be sat on\nDescription: You touch a Chair or similar object, creating a temporary Major Helm.\nsee Spelljammer Helms for details on how a helm works.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the duration by 2 days for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Minor Helm\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 1 Week\nComponents: V, S, M\nMaterial cost: chair or something similar that can be sat on\nDescription: You touch a Chair or similar object, creating temporary minor helm.\nsee Spelljammer Helms for details on how a helm works.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the duration by 1 week for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Pit\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You Choose a point on the ground in an area of dirt or stone you can see. The ground opens in a 5-foot radius, 15-foot deep pit around the point of your choice. If the surface is not large enough, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside of the radius of the spell. Creatures that fail their saving throw fall to the bottom of the pit taking 1d6 bludgeoning damage and fall prone. The side of the pit are climbable with a DC 12 athletic check. The pit remains until filled.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, The pit is 5-foot wider and for each spell slot level above 1st, the pit is 5-foot deeper."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Portal\nLevel: 5\nSchool: Conjuration (Ritual)\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 10 Minutes\nRange: 100 Yards\nDuration: Concentration, Up To 1 Hour.\nComponents: V, S, M\nMaterial cost: wire and a piece of amber\nDescription: Creates a portal in a crystal shell for a ship to pass through.\nThe spell causes the crystal shell (100 foot radius) to become insubstantial allowing a ship to pass through it. This portal can be dispelled unlike natural portals.\nAt Higher Levels. When using a higher spell slot the size of portal is increased by 100 feet radius per spell slot increase"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Soul Gem\nLevel: 9\nSchool: Necromancy\nClasses: Wizard\nCasting time: 8 Hours\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A discolored jewel that costs at least 1,000 GP, a willing subject in possession of their own soul\nDescription: You seal a being's soul into a gem, granting them a profane form of immortality.\nIn order to cast this spell, a willing subject in possession of their own soul is necessary. If the subject is not willing, or if they do not possess a soul, the spell fails.\nPlace the gem in direct contact with the body of the subject. At the conclusion of the spell's casting, the subject's soul is removed from their body and sealed within the gem, leaving a metaphysical tether between the two. The Soul Gem is now the repository of the subject's soul, and they cannot be killed by normal means. When the subject drops to 0 hit points, instead of falling unconscious, they will instead become Incapacitated and fall Prone for 1d4 hours, after this time is up they will regain 1 hit point and both conditions will end. So long as the Soul Gem remains within 100 feet of the body, no outward effect is noticeable. The soul retains full control of the body, which functions as normal, and for all purposes is considered alive. If the Soul Gem is removed from the vicinity of the subject, however, the body is immediately rendered unconscious, and cannot be awakened by any means.\nIf the Soul Gem is not returned within seven days, the body dies. It is treated as a corpse, and unless preserved by a spell such as Gentle Repose, it decays as normal. So long as the Soul Gem is missing, the body cannot be the target of any spell made to raise it as undead, or attempting to resurrect it. If the Soul Gem is returned to the body after it dies, the body is immediately reanimated under the control of the soul within, and is considered Undead for all purposes except spells capable of restoring the body to life. Spells attempting to restore the body to life can now succeed, though the soul remains sealed within the gem.\nIf the body is thoroughly destroyed, such as by fire, disintegration, or any other effect that would remove anything recognizable as remains, it cannot be reanimated, though the body may be restored by spells such as Clone or Wish.\nThe Soul Gem is fragile, and if it breaks, the soul dies with it. It is then treated as if it had freshly died, and resurrection spells function as normal.\nIf the Soul Gem is touched by anyone other than the individual whose soul resides within, both individuals make a Constitution saving throw, taking 3d6 psychic damage on a failure.\nA Soul Gem is permanent save for three exceptions:\nThe aforementioned destruction of the Soul Gem, which results in the trapped soul being able to be resurrected.\nCasting Wish to negate the Soul Gem as if it never happened.\nCasting a 9th-Level Dispel Magic spell while the Soul Gem is held closely to its owner, therefore returning the soul back to its owner"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Creation of Wings\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Sorcerer\nCasting time: 10 Minutes\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A wax figure of a vulture\nDescription: You gain 20 Temporary hitpoints in the form of two iridescent, insectoid wings. While you have these Temporary Hitpoints, you have a Fly speed of 30 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Creeping Darkness\nLevel: 3\nSchool: Illusion\nClasses: Warlock\nCasting time: 1 Minute\nRange: 300 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a whisker from a black cat and a tiny bottle of smoke\nDescription: You create an amorphous cloud of inky darkness that fills a 10-foot cube. When you cast this spell and as a bonus action each round, you can move the cloud 20 feet. The cloud can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the cloud or moves into the cloud for the first time on its turn must succeed on a Constitution saving throw or be blinded and deafened until it leaves the cloud"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crimson Aura of Death\nLevel: 0\nSchool: Enchantment\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: S\nDescription: You call upon yourself the aura of death, becoming the personification of the end itself. Any creature that can perceive you must make a Wisdom saving throw. On a failure, the creature is charmed by you or frightened of you (your choice) as long as it can perceive you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crimson Enhancement\nLevel: 1\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nDescription: You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher, you take an additional 1d4 damage and deal an additional 1d6 necrotic damage per spell level above 1st.\nShould you have taken the \"Blood Magic\" feat, you may learn this spell at your DM's discretion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crimson Skin\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: at least 1 gallon of blood from a corpse that deceased within the past minute\nDescription: You cannot use a focus in place of the material component used for this spell, nor can this component be stored in a component pouch. By transforming the material component of this spell, you wrap your arms with magical burgundy blades and surround your body with grotesque armor. The armor and weapons can transform at your will, and never hinder you.\nFor the duration, whenever you make an attack you can choose to attack as though you are wielding one or two scimitars. You add your proficiency bonus to attack rolls with these weapons if you otherwise would not. You can add your casting ability modifier to attack and damage rolls with these weapons instead of another ability modifier. Once per turn, a hit with one of these scimitars deals an extra 1d10 necrotic damage.\nFor the duration, your AC equals 15 + your Dexterity modifier (max 2) if it would otherwise be lower.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d10 damage for every two spell slot levels above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crippling Darkness\nLevel: 3\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: Bat fur and a pinch of dirt from a ghoul's lair\nDescription: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can\u2019t see through this darkness, and nonmagical light can\u2019t illuminate it.\nWhen a creature ends its turn inside the spell's area, that creature must make a Constitution saving throw. The creature gains one level of exhaustion on a failed save. This level of exhaustion is removed if the creature ends its turn outside the spell's area. A creature that is affected by this exhaustion cannot gain further levels of exhaustion this way.\nIf any of this spell\u2019s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature can gain one additional level of exhaustion from this spell for each slot level above 3rd. A creature that ends its turn inside the spell's area must make additional Constitution saving throws and gains one level of exhaustion for each failure, up to the maximum number depending on the slot level used. If the creature ends its turn outside the spell's area, all their levels of exhaustion gained from this spell are removed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Critterkill\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of hubris\nDescription: You whisper a word of power that compels all creatures of a challenge rating of 0 within range to die instantly"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crono's Energy\nLevel: 2\nSchool: Evocation\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You invoke the mighty power of a god of time to help you in your time of need. Choose one cantrip that you know. You may cast this cantrip as a bonus action for the spell's duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crowley's Complicated Combustion\nLevel: 9\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A Pint of Blood mixed with a Mead, Consumed upon use\nDescription: Upon draining the fluid from your glass into your stomach, you feel this bursting feeling inside of your body, as if something wishes to escape from you. From your body explodes a deep black and crimson flame, anyone or anything caught in a 30 foot radius of you will be engulfed in a necrotic flame. The damage caused by this explosion is equivalent to double your warlock levels of d8's. For example, if you were 17th level it would be 34d8 (Your Choice of) Necrotic or Fire Damage. If a creature is caught in this swirling inferno they make a Constitution Save against your spell save dc. Upon failing the saving throw, the creature takes all damage dealt and is knocked back 30 feet from you, if they are dead from this attack their body is incinerated and turned to ash along with any items that are non magical. Upon passing the saving throw, the creature will take only half of the damage dealt by the spell and is only knocked back 5 feet away from you. The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried.\nThere is a catch to you casting this spell: upon casting, the flames run through your body, leaving you covered in soot and ash. From this you are left at 1 hit point from casting, however, along with that, until the end of your next turn you get a +10 to your base speed and +3 to your armor class."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crucify\nLevel: 7\nSchool: Conjuration\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous Or Until Dispelled (See Text)\nComponents: V, S, M\nMaterial cost: wood, nails and hammer\nDescription: You summon a giant cross and attempt to magically nail one creature to it. You force the target to make a Strength saving throw. On a failed save, the body of the creature is restrained, as it's arms and legs (or similar limbs) are tied up by magic bonds to the cross. Creatures with the amorphous trait are immune to this spell. Creature with more than two arms and two legs have Advantage on the save. On a successful save, the spell fails.\nA creature restrained by this spell must make another Strength saving throw at the end of each of its turns, having different consequences for each failure. These failures don't need to be consecutive, just write down each one until three are completed.\n1st-failure. The creature's hands are pierced by magic nails, causing 4d6 piercing damage. The creature also has now Disadvantage on Strength checks, and attack rolls that use Strength until it completes a short or a long rest.\n2nd-failure. The creature's knees are broken by a magical hammer, causing 4d6 bludgeoning damage. The creature also has now disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity until it completes a short or a long rest.\n3rd-failure. The creature feet are pierced by magic nails, causing 4d6 piercing damage. The creature also have disadvantage on Strength saving throws.\nAfter the third failure, the creature becomes fully crucified, ending the spell, but completely summoning the cross. The crucified creature takes, each hour, 2d6 piercing damage as its body is torn apart by nails as it is pulled down by gravity, plus 2d6 necrotic, as it starts to bleed profusely.\nIn addition, any damage taken by the creature while crucified causes additional 2d6 piercing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crushing Despair\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of tears\nDescription: You cause crushing despair that dampens the spirts of those hit. An invisible cone of despair causes great sadness in the targets in a 30 ft. cone. Each affected creature must make a Wisdom saving throw. If they fail, and they have 2 or fewer points of exhaustion, they act as if they have 3 points of exhaustion. At the end of an affected creatures turn, they can repeat the saving throw, ending the effect early on them on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crushing Gravity\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a smooth, round rock\nDescription: Choose a point on the Ground you can see. A 20-foot diameter, 30-foot high cylinder of heavy gravity pulls creatures to the ground.\nFlying Creatures are pulled to the ground and their flying speed is 0 while in this area. The area is also considered difficult terrain for creatures trying to move through it.\nWhen a creature first enters the target area, and at the beginning of each of its turns, that creature must make a Strength saving throw. On a failed save, The creature takes 5d6 bludgeoning damage, is pulled from their feet and knocked prone, and, while still in this area on their turn, cannot stand up from being prone. On a successful save, they take half damage and are not knocked prone. Flying creatures fail this save automatically.\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crushing Wave\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: A wave of water rushes out from you. Each creature in a 30-foot cone must make a Dexterity saving throw or take 4d8 water damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Any unprotected flames in the area of this spell are smothered and quenched.\nAt 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 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cry of the Ancestral Druids\nLevel: 3\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 20 Ft.\nDuration: Instantaneous.\nComponents: V\nDescription: All the old users of his magic being old masters and apprentices scream with their previous animal forms toward a point you choose, within range, and then hatches with a loud stamp, exploding into sound. Each creature in a 9-meter-radius, point-centered sphere must perform a Dexterity resistance test. A target takes 9d6 Thunder damage, or half of that damage if successful and will be thrown 10 feet away from you.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Barrage\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A handful of glintstone shards\nDescription: From a rift opened on the end of your arcane focus, a group of 5 glintstone shards are fired in a direction at a target of the player\u2019s choosing. Make a ranged spell attack, each shard deals 1d4 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional 2 shards (each dealing 1d4 piercing damage) are fired alongside the others per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Burst\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (Semicircle With 5Ft Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A handful of glintstone shards\nDescription: On the end of the caster\u2019s arcane focus a rift forms, releasing a short ranged, spread out blast of glintstone shards. Make a melee spell attack, every target inside the semicircle\u2019s radius takes 1d6 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast increases by 1d6 piercing damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Release\nLevel: 2\nSchool: Conjuring\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (Circle With 10Ft Radius)\nDuration: 6 Seconds\nComponents: V, S, M\nMaterial cost: A handful of purple glintstone shards\nDescription: By thrusting the caster\u2019s arcane focus upwards, a small rift opens above the caster\u2019s head which rains down with purple glintstone shards. Each creature within the range of the spell must make a dexterity saving throw. On a failed save, the target takes 2d6 piercing damage, on a successful save, the target takes half. If a creature enters the range of the spell (while it is lingering) for the first time, it must make the same saving throw. If a creature ends its turn inside the range of the spell, it takes 1d4 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from ending a turn in the range of the spell increases by 1d4 piercing damage and the initial hit increases by 1d8 piercing damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Spike\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nMaterial cost: touch ground\nDescription: You touch the ground with your hand or an arcane focus, which then sends a bolt of energy through the ground to a location you desire within range. Choose one creature on the ground within range. A crystal spike of any color of choice erupts from the ground below the target, forcing it to make a Dexterity saving throw. The target takes 1d8 piercing damage on a failed save.\nOn a success, the creature takes slashing damage equal to half the number rolled on the d8. This spell does not affect creatures that are 5 feet above the ground or higher, and does not work if you are not on solid ground.\nAt Higher Levels.The number of spikes you create increases at higher levels, 5th (2 spikes), 11th (3 spikes), 17th (4 spikes). Wen you create more spikes they can be directed toward multiple targets or just a single target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Torrent\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15Ft.\nDuration: Concentration Up To A Minute\nComponents: V, S, M\nMaterial cost: A small handful of purple glintstone shards\nDescription: By thrusting the arcane focus of the caster forward, a small rift opens, firing a torrent of glintstone shards. Make a ranged spell attack, the barrage of shards deals 1d8 piercing damage when casting the spell, and 1d4 piercing damage at the start of the turn of each creature caught in the torrent. At the end of a creature\u2019s (who has been caught in the spell) turn, it may make a dexterity saving throw to escape. On a successful save, the creature escapes to the nearest unoccupied space, on a failed save, the creature remains in the spell. If a creature enters the spell for the first time, it must make a dexterity saving throw. On a failed save it takes 1d8 piercing damage and is caught in the spell, on a successful save, it evades the spell and goes to the nearest unoccupied space of the creature\u2019s choosing.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial barrage (when first casted) increases by 1d8 piercing damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystal Wave\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch the ground, a thin sheet of crystal rapidly extends forth in a 15-foot cone, then ruptures, causing crystal shards to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much on a successful one.\nAt 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: Crystalline Chamber\nLevel: 4\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gem worth at least 1,000 gp\nDescription: You create a portal to a demiplane corresponding to the material gem in range. The portal occupies a 5 foot square, and can only be created in an open space. When the portal is created, the material component of this spell vanishes. The portal leads to a 10 foot cube with gem-like walls and moderate ambient light. Any creature can pass through the portal to this demiplane with any form of movement.\nThe portal remains open until you close it by using an action and touching the portal. When you do, the material gem reappears in your hand. Objects inside the demiplane when the portal closes remain there, but living creatures must make a Charisma saving throw against your spell DC. If it succeeds, the creature is ejected harmlessly out of the demiplane. On a failure, the creature is banished as though by the Banishment spell for one minute. A willing creature banished to their home plane in this way can choose to stay in that plane at the end of the minute, while unwilling creatures are always returned.\nUsing the same gem as a component in a later casting will open a portal to the same demiplane room. If the gem is lost or destroyed, other planar magic will be required to reach the demiplane, if at all.\nDemiplane etching\nThe caster can choose to, instead of opening a portal, etch miniscule special runes onto a gem. An etched gem connects to a different demiplane than it did before, and the new demiplane may have special properties according to the specific kind of mineral used:\nOnyx: The demiplane is affected by permanent magical darkness.\nSunstone: The demiplane is full of true sunlight.\nMoonstone: The demiplane is full of true moonlight.\nEmerald: The demiplane doubles natural healing within, and plants grow ten times as fast.\nRuby: The demiplane is warm and arid. Wet objects dry rapidly within.\nDiamond: The demiplane cannot be closed while a living creature is in it, by any means.\nJasper: The demiplane will mend items inside, as with Mending, over 24 hours.\nAquamarine: The demiplane is forever full of water that does not escape the portal.\nAmber: The demiplane slows entropy, and items inside do not deteriorate, decay, or spoil.\nRose quartz: Creatures inside the demiplane are filled with peace. When they attempt to make an attack or cast a spell on an unwilling target, they must make a Wisdom saving throw or they lose the attack or spell.\nAmethyst: Creatures inside are able to rest much more efficiently, taking a full rest in only two hours.\nOpal: Each time the portal is opened, the demiplane can take on an illusory appearance- but cannot hide objects or creatures inside.\nQuartz: Creatures and objects inside the demiplane are invisible- the demiplane always appears empty.\nBismuth: The portal opens to a different demiplane each time. The demiplane connected to may have any sort of planar detritus within, lost things, broken and useless things, or occasionally, treasure or danger"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crystallized Spell\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: a gem worth at least 15 gp\nDescription: You can imbue a cantrip or 1st level spell you know or have prepared with a casting time of 1 action into a crystal. While holding the crystal, a creature can take an action to cast the spell using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the crystal until it has been used or until 1 hour has passed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the maximum spell level you can imbue into a gem increases by 1 for every two spell slot levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cubes from God\nLevel: 7\nSchool: Conjuration\nClasses: Artificer, Cleric, Wizard\nCasting time: 1 Minute\nRange: 10 Miles\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a 2.5-foot cube of solid iron, steel, lead, or tungsten and fling it at a point within range. All creatures within a 5-foot radius of that point must succeed on a Dexterity saving throw or take 20d6 bludgeoning damage. If they succeed, they move to the nearest unoccupied space of their choice outside of the spell's targeted area. Structures and objects not being worn or carried in the radius automatically take the damage.\nWhen you cast this spell, you can decide whether or not to place writing and/or images engraved onto the surface of the cube.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the dimensions of the cube double for each spell slot above 7th, becoming a 5-foot cube at 8th level and a 10-foot cube at 9th level. The targeted radius also increases by 5 feet for each spell level, and the damage increases by 15d6 per spell level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Culdir's Orb of Fire\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You conjure a 1 foot diameter sphere of magma in range, coated in runes which bolsters other spells. For the duration, when a creature within 30 feet of the sphere takes damage from a spell, they take 1d4 extra fire damage. As a bonus action, you can move the sphere to a different empty space within range.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d4 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cure Disease\nLevel: 3\nSchool: Evocation (Ritual)\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: None\nDescription: When cast you select a target at which point they are cured of a disease, if multiple it's randomly selected which is removed/cured.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it will give temporary immunity to the disease removed, 4th(1day), 5th(1 week), 6th(1 month), 7th(2 month), 8th(1 year), 9th(permanently)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cure Heavy Wounds\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature you touch regains a number of hit points equal to 4d8 + your spellcasting modifier and gains 1d6 temporary hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you heal an extra 1d8 hit points and confer an extra 1d6 temporary hit points per spell level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cure Minor Wounds\nLevel: 0\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: You touch a willing creature other than yourself, giving it a moment of respite. The target gains 2 temporary hit points for the duration.\nThe number of temporary hit points granted by this spell doubles when you reach 5th level (4), 11th level (8), and 17th level (16)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Curing Mist\nLevel: 2\nSchool: Abjuration (Ritual)\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 10Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Holy water worth at least 25 gp, which this spell consumes\nDescription: You emit a pulse of soothing mist out to a distance of 10ft. This mist removes the blinded, deafened, paralyzed, stunned, and poisoned conditions from any creatures you choose within its radius of effect.\nAlternatively, instead of removing debilitating conditions, you may use this spell to cure diseases from afflicted creatures. Each creature in your area of effect may make a Constitution saving throw contested against a DC of 30 minus your spell save DC, ending any diseases it has on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of effect extends 5ft further for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Curse\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You bestow a minor curse on a creature or object, causing one of several effects. Make a melee spell attack against a target you can reach. On a hit, you choose one of the following curses to be inflicted:\nThe target takes 1d4 necrotic damage the next time they are hit with an attack.\nThe target cannot take bonus actions.\nThe target cannot take reactions.\nThe target's speed is reduced by 10 feet.\nThe target's vision appears as if they were in dim light.\nYou can cast this spell on an object, causing anyone to carry it to instantly suffer the chosen curse. You may also choose to cast the spell on a 5 foot radius on the ground. Whenever a creature enters that space for the first time on a turn or starts its turn there, it must make a Charisma saving throw, suffering the selected curse on a failed save.\nAt Higher Levels. 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: Curse of Comus\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Druid, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bottle of fine wine worth at least 10 gp\nDescription: You speak an incantation over a cup of wine and imbue the liquid with transmogrifying powers. The next time a humanoid willingly drinks this wine it must make a Wisdom saving throw, with disadvantage on the save if it's drunk or otherwise not in full possession of its faculties. Once a creature has made a save in this way, whether it fails or succeeds, the wine loses its magical properties and becomes a mundane beverage. If it fails the save, the creature's head is transformed into the head of a beast of the DM's choice for the next hour, in proportion to the rest of its body. For the duration of the transformation, the creature is poisoned and it has the senses of its new head in place of its ordinary senses. As long as it has a mouth, it can still speak. It is aware that a spell has been cast on it, but it believes that it's become supernaturally beautiful rather than monstrous. It feels compelled to dance, sing and otherwise celebrate this beneficial transformation. It is charmed by you for the duration of its transformation and views you as a trusted friend and benefactor who has given it a wonderful blessing. Whenever the creature willingly drinks alcohol, it extends the duration of the transformation for an additional hour. A lesser restoration spell or similar magic can end the effect early. If the creature continues to drink in such quantities as to extend the duration to a year or longer, the transformation becomes permanent. Once this has happened, nothing short of a wish spell can dispel it.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may enchant an additional cup of wine for each level above 1st. The number of cups you can enchant is, of course, limited by the amount of wine you have available."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Curse of the Diminished Soul\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Until Dispelled\nComponents: V, S\nDescription: Choose a creature within range. That creature must succeed on a Wisdom saving throw or be afflicted with a dire curse for the duration of the spell. While cursed, a creature has a -3 penalty to all saving throws.\nThis spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Curse Water\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: powdered silver worth at least 25 gp, which the spell consumes\nDescription: This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Curse Weapon\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Sorcerer, Wizard, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: Touching a weapon, you imbue it with necromantic energy, temporarily transforming steel to bone and wrappings to rotting flesh, both clawing at any creature that holds them. The first creature to wield a weapon under the effects of this spell can not stop wielding it until this spell ends if they fall unconscious. Roll 1d4 for each weapon. Depending on the roll, it gains one of the following until this spell ends:\n1 - The curse of the plague. When a successful attack is made with the weapon against a creature, the target becomes weakened until this spell ends.\n2 - The curse of the souls. On the wielder's first successful attack made with the weapon against a creature, it absorbs a piece of their soul. The weapon deals half as much damage to other creatures, but twice as much to the initial target.\n3 - The curse of the death. All attack rolls with the weapon have disadvantage, but it deals an additional necrotic damage equal to its damage roll.\n4 - The curse of suffering. When a successful attack is made with the weapon against a creature, its attack rolls have advantage, but any damage dealt as a result of a hit with the weapon is halved (i.e. base damage roll, a rogue's sneak attack damage, a barbarian's rage damage, etc.}}.\nCasting at Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target one additional weapon per spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cursed Tablet\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Special\nDuration: 1 Week\nComponents: V, S, M\nMaterial cost: A lead tablet worth 15 gp\nDescription: For this spell to come into effect, you must inscribe your victim\u2019s name on a lead tablet, invoke the spirits of the dead, and place the tablet in an occupied tomb.\nEach midnight thereafter, your victim must succeed at a Wisdom saving throw. Failure means the subject suffers horrifying nightmares of his own death. When the target wakes up, he will have taken a level of exhaustion that cannot be removed until he gets an undisturbed night\u2019s rest. He will also take 1d10 psychic damage. The levels of exhaustion are cumulative. If the target succeeds on the saving throw, he is unaffected that night.\nIf your target succeeds at three saving throws in a row, the curse is broken and the spell ends. If the curse tablet, which radiates both magic and evil, is found and destroyed, this also breaks the curse, but it will inflict 1d10 psychic damage to the target as well. Because the curse is laid upon the tablet and not directly on the target, a remove curse spell will not end the curse. It will, however, give the target advantage on the next night\u2019s saving throw.\nAt Higher Levels: When you cast this spell using a spell slot of 4th or higher, the spell lasts an additional two days per spell slot above 3rd level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cut Down\nLevel: 4\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: When casting this spell, you must be touching the weapon used in the spell's components, or a willing creature currently wielding the target weapon.\nUntil the start of your next turn, when an attack roll is made with that weapon, it ignores the AC of the attack target. Instead, the attack roll is made against a value equal to 10 + the target's Dexterity modifier. On a hit, the damage roll ignores immunities and resistances against the damage being dealt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cutter Boomerang\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a 5 foot diameter blade, which starts in your space. You then throw it straight to a location within range. At the start of your next turn, it moves back to your space. Until the spell ends, you may use your action to throw it again, as above.\nIf this blade passes through something's space(other than your own), they must make a Dexterity saving throw, or take 2d6 slashing damage.\nThe blade disappears when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, and the range increases by 10 feet for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cyclone\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a small hailstone\nDescription: You speed up a cylinder of air in either the clockwise or anticlockwise direction. You then send the spiral of air to roam the area around you for 6 seconds. The cylinder is 10' wide and 15' high and has a move speed of 45'. It moves randomly, and creatures caught within its path must make a Dexterity saving throw or take 2d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept in.\nThere can only be a maximum of 12 Small or Medium creatures and 2 Large creatures in the cyclone at one time. If this maximum is reached, creatures that would be swept in automatically succeed their saving throw.\nAt the beginning of your next turn, the cyclone dissipates and all creatures within it are left prone in the spot it dissipated at.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 5 feet of range, move speed, or 5 feet to each of the dimensions of the cyclone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dalamar's Antilife Dome\nLevel: 4\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Radius Sphere)\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a dome of energy around yourself that is physically painful for creatures to stay in for too long. Each creature that starts their turn in the sphere other than yourself must make a Constitution saving throw. They take 6d6 necrotic damage on a failed save, or half as much on a successful one. In addition, creatures in the sphere have their movement speed halved until they exit the sphere. You may select up to 9 creatures other than you to be immune to the effects of the sphere.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dalamars Arm of Fire Deamon\nLevel: 5\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bit of sulfur, a humanoid finger\nDescription: You touch a creature, causing its arm to become wreathed in flame and assume the likeness of that of a fire demon. The target gain the following benefits:\nInkindling Touch. As a bonus action on your turn, you can use your flaming arm to make unarmed strikes. You can use your melee weapon attack or the caster's melee spell attack bonus (whichever is higher) for the attack. On a hit, your unarmed strike causes additional damage equal to 2d8 + your spellcasting ability.\nDemonic Fireball. At the start of your turn, without using an action, the target can hurl a small fireball of demonic fire in a point within 30 feet. Creatures in a 10-foot radius sphere must succeed on a Dexterity saving throw, or take 2d12 fire damage on fa failed save.\nFlaming Aura. Any hostile creature that moves within 10 feet of the target for the first time, or end its turn there, must succeed on a Constitution saving throw, or take fire damage equal to your spellcasting ability.\nBlinding Sparks. Once per turn, when you hit a creature with an attack, you can force the target to make a Constitution saving throw. On a failed save, the target is blinded for the duration of the spell. The blinded creature can make another saving throw at the start of each of its turns to end the effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dalamars Unerring Strikes\nLevel: 8\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Ft Radius Sphere)\nDuration: 1 Minute\nComponents: V\nDescription: You create an invisible force field around yourself that guides projectiles to their targets. You and up to 9 other creatures of your choice gain advantage on ranged attack rolls while they are within range of the spell, and they gain a bonus to damage rolls from ranged attacks equal to your spellcasting ability modifier. If a creature ever leaves the spell's area, they lose the benefit, but they regain it if they enter the spell's area again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Damian's Wanderer's Mark\nLevel: 4\nSchool: Conjuration\nClasses: Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A page of paper with the spell's formula\nDescription: Upon learning this spell, the caster must spend 10 minutes with a caligraphy set to create a special and unique formula for this spell to be used through, This can be done on a short or long rest\nUpon casting the spell, the user's spell formula appears on the surface of whatever the caster was making physical contact with with their hands (people, weapons etc) and the spell slot is used up. From this point onwards this mark will always be there unless the user willingly makes it dissapear, or the object is harmed in a way that interrupts the formula. if a person with this mark dies, the mark will stay on their physical body unless the conditions stated previously are met\nAs a bonus action at any moment after the placement of a mark the user may teleport to a mark of their choosing neigh-instantly accompanied by their unique effect (the sound of whipping, a yellow flash and so on). Teleporting to a mark within 50ft of the user is treated as a cantrip (and thus, the user may instead teleport to one mark and another before ending their turn). then 50+ feet will use up a first level spell slot and so on untill the 7th level spell slot, at which point the user may teleport directly to anywhere on their plane (the distances each slot allows is up to the DM), 8th level spell slots allow for teleportation to nearby planes and a 9th level spell slot allows the user to teleport to their mark regardless where it is. Some barriers or other events may increase boundaries for this (1st level spell slot to teleport 30ft out of a magical barrier for example)\nAlternatively, This spell can be cast as a reaction when being attacked by someone/thing the user can react to (in other words, attacks/spells with an attack roll). In this case they have to either be able to dodge the attack regardless (Have a higher ac) or if the attack would normally hit them, roll a DEX save at a dc of the attack's attack roll+3 (or more if the gm wishes)\nto teleport to a mark within cantrip-level distance\nit is possible to bring along other people while teleporting, in which case the limit of people the user can bring is their class level divided by 4 rounded to the nearest full number (in the event of multiclassing, the class with which the caster learned the spell is used, and their other fullcaster classes add onto this with another class divided by 4, and half-casters divided by 6). In order to bring someone else when teleporting the user must make physical contact with them, or have something/one they're making physical contact with make physical contact with them. If the caster wishes they can teleport an item to a place with a mark (i.e a sword they're holding to an ally) without teleporting themself or vice versa, teleporting themself without things they're holding. if two things have a mark on themself the user can teleport one to the other aslong as what they're teleporting is within 10ft of them\nThe caster can carry more people than their limit at the cost of a point of exhaustion (though the caster cannot do this if they have 2 or more points of exhaustion) aswell as extend their range of teleportation for a spell slot (a 1st level spell slot taking them a distance a 2nd level spell slot would) for one exhaustion for each \"level up\"\nThe spell's formula is 5 inches across and 2 inches high, and so anything smaller than this cannot be marked (though the formula can be looped around things like orbs, aslong as the formula can go in a straight line without going over itself). If the paper with the formula is destroyed (ripped, burned etc) the caster will lose acess to all marks made with said formula, they will either haven to create a new one through the same process as listed above or spend an hour and use caligraphy tools to re-create the mark (at a dc determinated by the DM) to regain all mark"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dancing Plague\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 7 Days\nComponents: V, S\nDescription: You begin dancing wildly. All creatures within 30 feet of you who can see you must make a Wisdom saving throw. A creature who fails drops whatever it is holding and begins dancing with you. The creature may make a new saving throw each hour. After the first hour, the creature gains a level of exhaustion every four hours until the spell ends, the creature succeeds on a saving throw, or the creature dies.\nEvery creature affected by this spell affects nearby creatures with this spell as well, forcing them to succeed on a Wisdom saving throw or join in.\nYou are unaffected by the exhaustion that comes with perpetual dancing. While this spell is active, you don't need to eat, drink, or sleep, and you cannot gain levels of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dancing Rune Weapon\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Paladin, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a small bone replica of a weapon\nDescription: You conjure a floating spectral weapon, identical to one that you are wielding, that floats alongside you and mimics your actions for the duration. Whenever you take the Attack action, you may make one weapon attack with the spectral weapon against the same target. The spectral weapon deals force damage on a hit instead of its normal damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Danmaku\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You spam hundreds if not thousands of colorful magical projectiles in every direction, often forming some sort of fanciful geometric pattern in the process. Each creature you choose within the area must make a Dexterity saving throw, taking 8d6 force damage on a hit.\nAs an action, you may repeat this attack again during your turn.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dareun's Overexertion\nLevel: 4\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: two objects of the same weight\nDescription: Lifting one object in each hand, a small circuit of energy forms between the two, increasing in size as the target exerts themselves. Choose one creature within range, they must make a Constitution saving throw with a DC of 10. On a failure, the target takes no damage, however, on a success, the target takes an amount of d8s of necrotic damage equal to the amount the creature succeeded by.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, reduce the DC by 2 for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darius's Selfless Shield\nLevel: 1\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: When a creature is about to be attacked, you put up an invisible barrier that protects them using a reaction. Until the start of your next turn, the target gains a +5 to their AC and cannot be damaged by the spell Magic Missile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action, Or 1 Reaction, Which You Take When A Creature You Can See Deals Damage To You (See Text)\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You direct a blast of shadowy energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage.\nIf you have the dark II or dark III spell prepared, you can cast this spell as a reaction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Abyss\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Round\nRange: 120 Ft.\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a dark crystal or a dark pearl that is worth 500 gp, which the spell consumes\nDescription: A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil.\nA hole through time and space is created, and centered on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it.\nEach creature within 60 ft. must make a Strength saving throw equal to your spell DC at the start of every round that they are within the range of the vortex.\nCreatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the center, but are able to move away from the center of the abyss, treating each movement away as difficult terrain (In case of being grabbed to an anchored object, it does not move). On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole. While there (in the hole), creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape. Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are Stunned until the end of their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Bead\nLevel: 1\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within range. The targets must succeed on a Dexterity saving throw or take 1d6 necrotic damage per bead on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more bead for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Chant\nLevel: 9\nSchool: Necromancy\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot-Radius Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You damn nearby creatures to a void of eternal punishment by performing a chant invoking the power of death. Creatures that die while within range cannot be resurrected by any means short of a wish spell. When you cast this spell, and as an action once each round while you maintain Concentration, you cause one or more additional effects within range, as detailed below. These effects are cumulative, with each effect occurring along with the ones proceeding it, and the count resets if you finish your turn without using an action to cause an effect. You and a number of creatures of your choice up to your your spellcasting ability modifier ignore these effects.\nAction 1. All creatures that can hear you and aren't undead or a construct take 2d4 psychic damage.\nAction 2. Creatures which fail a Wisdom saving throw become stunned for the duration.\nAction 3+. Each creature must make a Constitution saving throw, with disadvantage if it has 100 hit points or fewer. A creature takes 3d10 + 20 necrotic damage on a failed save, or half as much on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Dive\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The grapple between the caster (left) and his target (right) has just ended.Dark dive usually ends with a small, fiery explosion.Source\nYou grab hold of a creature you can touch and drain its life force until it breaks free. Make a melee spell attack against the target. You can choose to substitute the attack roll with a Strength (Athletics) check contested by the target\u2019s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a hit or a successful check, the target suffers 1d12 lightning damage and is grappled by you, regardless of its size. The escape DC for this grapple is equal to your spell save DC.\nWhile you maintain the grapple on the target, you can inflict this lightning damage again as an action. When the grapple ends, the target suffers 1d6 fire damage and is pushed up to 5 feet away from you, then the spell ends.\nAny creature that is not alive, such as an undead or construct, has resistance to the lightning damage from this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the lightning damage by 1d12 for every two slot levels above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Dome\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Targeted By An Attack Or Spell\nRange: Self (10-Foot Radius)\nDuration: Instantaneous\nComponents: S\nDescription: You invoke the power of Urei, conjuring a dome of dark magic that surrounds you in a protective dark barrier, in response to an attack. When you are the target of an attack or spell, you can cast this spell in response and raise a dome of darkness around you. The attacking creature must make a Dexterity saving throw. On a failed save, the dome blocks the incoming attack. If it was a melee attack, the creature is knocked back 5 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Exchange\nLevel: 0\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of dried sinew\nDescription: You touch an injured, willing creature, concentrate on the wound as the sinew magically stitches close wounds, graft overs burns and otherwise closes and protects the injured creature. Their hit point maximum is reduced by 1d4, then they regain hit points equal to twice that amount. Hit point maximums reduced in this way are recovered after a long rest.\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Warlock\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Wizar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Fire\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: A wisp of purple flame coalesces in your hand, which you can use to either illuminate an area or deal damage to an enemy. When you cast this spell, choose one of the following effects:\nIllumination: The flame sheds dim light in a 10-foot radius around the point you choose within range. The light lasts for 1 hour or until you dismiss it as an action.\nAttack: Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d4 necrotic damage and a 5-foot radius pool of shadows is created around the target. This pool of shadows counts as difficult terrain and lasts until the end of your next turn.\nAt Higher Levels: 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: Dark Flare\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a magnifying glass and a piece of black cloth\nDescription: A stream of dark fire bursts forth from your hand in a 40-foot long, 15-foot wide line. Each creature in the line must make a Dexterity saving throw, taking 5d4 fire damage and 5d4 necrotic 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 4th level or higher, the fire damage and the necrotic damage each increase by 1d4 for each spell level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Force\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black pearl worth at least 50 gp\nDescription: A mysterious black orb appears in the center of a point you choose within range, which then crackles and rapidly expands to fill a 10-foot radius sphere. Each creature in the area of the sphere must make a Dexterity saving throw. A target takes 2d6 force damage and 2d6 necrotic 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 2nd level or higher, the amount of both the force and necrotic damage caused by the spell increases by 1d6 each for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark II\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action Or 1 Bonus Action (See Text)\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You direct a blast of shadow energy at one creature. Make a ranged spell attack against the target, dealing 3d8 necrotic damage on a hit.\nIf you have the dark III spell prepared, you can cast this spell as a bonus action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark III\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You direct a blast of shadow energy at one creature. Make a ranged spell attack against the target. The target takes 5d8 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Matter Blast\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: None\nDescription: You hurl a clump of shadowy, invisible space matter at a target within range. Make a ranged spell attack against the target, dealing 1d3 bludgeoning damage and 1d3 force damage on a hit. The target cannot benefit from cover against this attack.\nThe projectile summoned by this spell is made of invisible dark matter. Creatures can't react to it unless they have an ability that lets them see the invisible, such as truesight or the see invisibility spell.\nEldritch Invocations. Any eldritch invocation that affects eldritch blast also affects dark matter blast in the same manner.\nAt Higher Levels. This spell fires multiple clumps of dark matter as you reach higher levels. It launches one additional projectile when you reach 5th level (2), 11th level (3), and 17th level (4). You may choose the same target or new targets for each projectile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Meteor\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: None\nDescription: An invisible orb of shadowy space matter plummets to the ground at a point you can see within range and then explodes. Each creature in a 40-foot radius sphere of that point must make a Dexterity saving throw, taking 20d6 force damage and 20d6 bludgeoning damage on a failed save, or half as much on a successful one. The area of effect spreads around corners. \nA creature that fails its saving throw must also make a Strength saving throw, getting flung 30 feet directly away from the point and getting knocked prone on a failed save.\nThe projectile summoned by this spell is made of invisible dark matter. Creatures have disadvantage on their saving throw and can't react to it unless they have an ability that lets them see the invisible, such as truesight or the see invisibility spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Nebula\nLevel: 4\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a pinch of charcoal dust\nDescription: You spawn complex shadowy voids covering a total volume of twenty-five 5-foot cubes within range, made of inky-black space dust starred with tiny specks of light. Each affected cube is heavily obscured by the dust, and the affected volumes count as magical darkness. Ranged weapon attacks and ranged spell attacks have disadvantage on targeting anything inside or through an affected volume.\nThe darkness created by this spell can crudely resemble animals, figures, objects, or whatever other rough shapes you designate. The volume this spell covers can be contiguous or discontiguous.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of 5-foot cubes of dark dust you generate increases by ten and the maximum range increases by 30 feet for every slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Orb\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 feet, but no more than 120 feet away from you.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Reach\nLevel: 1\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: One creature of your choice that you can see within range must make Strength saving throw as their shadow is essentially strapped down and immobilized, restricting their own movements. On a failed save, they are restrained for the duration of the spell. A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nThis spell does not affect creatures that do not cast shadows."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Shovel\nLevel: 0\nSchool: Conjuration (Ritual)\nClasses: Warlock\nCasting time: 1 Minute\nRange: Self\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: sand from the shadowfell\nDescription: You wave your hand and speak a word of power from which a magical dark shovel with an evil aura akin to that of a cemetery is summoned to your hand. The dark shovel is immune to all damage except force, magical bludgeoning, slashing, and piercing, upon being hit by any of these damage types the shovel vanishes in a puff of black smoke. You may have up to 5 dark shovels summoned at once and can use an action to dismiss any dark shovel you summoned. The shovel seems to be extra sharp and thus can cut through natural dirt and stone quite easily. It digs far faster then any normal shovel can dig through solid stone as well. You may dig out four 5ft cubes of dirt or half that of stone while digging with this shovel. While wielding this shovel you have advantage on the shove action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Striking Thunder\nLevel: 3\nSchool: Evocation\nClasses: Cleric\nCasting time: Instantaneous\nRange: Self (20-Foot Radius)\nDuration: 1 Action\nComponents: V, S\nDescription: You raise your hand up towards the sky and issue a prayer to the King of Urei to strike you and your enemies with dark lightning. You raise your hand towards the stormy sky and summon a massive bolt of black lightning to hit anyone within a 10-foot radius of you, then spreads out across the ground an additional 10 feet. Every target in range must make a Dexterity saving throw. Any target within 10 feet of you that fails the save takes 4d8 dark damage and half as much on a success. If a creature is not within the range of the initial strike, but are in range of the spread, it takes 2d8 dark damage on a failed save and half as much on a success.\nAdd 1d8 to the damage for every spell slot level above 3r"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Tentacle\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of shadow\nDescription: You create a tentacle of darkness in an empty space you can see within range. The tentacle lasts for the duration or until destroyed. The tentacle has 1 hit point and an armor class of 10.\nAs a bonus action on your turn, you can move the tentacle up to 30 feet in any direction. You can use an action on your turn to make a melee spell attack with the tentacle against a creature within 10 feet of it. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pulled up 5 feet towards the tentacle."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Transformation\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a small piece of ebony or ivory carved into a skull worth at least 200 gp\nDescription: You infuse and undead creature within range with power, transforming it into an unstoppable monstrosity for the duration of the spell. Its size category increases by one, its strength increases to 20, its current and maximum hit\npoints are doubled, and its attacks deal an extra 4d6 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Transport\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You briefly turn into a flurry of ravens, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Constitution saving throw or take 3d10 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark World\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 300 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: a black pearl worth at least 500 gp\nDescription: You invoke the powers of darkness to corrupt an area as small as a 30-foot cube or as large as a 100-foot cube. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast the is spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. You can also specify a symbol that, when worn, makes the wearer immune to the effects.\nThe entire cursed area radiates magic. A dispel magic spell cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled.\nGloom. The area is filled with a persistent gloom; the area within can never be brighter than dim light, and the range of light sources is halved. Even when it's a bright, sunny day, the area is as dark as twilight. Magical light created by a spell of 6th level or lower cannot penetrate the gloom. To creatures immune to the effect, the dimness creates an interesting mood but doesn't impede vision.\nShadow Horrors. You can summon up to eight shadows within the area. If any creature not immune to this effect enters the cursed area, the shadows fight until they have driven off or slain the intruders. The shadows also obey your spoken commands that you issue while in the area. If you don't give them commands and no intruders are present, the shadows do nothing. The shadows can't leave the warded area. When the spell ends, the shadows vanish without a trace. If the spell has been cast in the same area every day for a year, the shadows respawn at every sunset.\nTerror. A creature that enters the cursed area and is not immune to the effect must make a Wisdom saving throw or be frightened of the area and drop anything it's holding. While frightened by this effect, a creature must take the Dash action and move away from the area by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the cursed area, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened.\nNightmares. A creature that sleeps in the area and is not immune to the effect must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and gains no benefit from sleeping. If this damage reduces a creature below 1 hit point, the creature is reduced to 1 hit point and permanently gains a flaw representing insanity.\nCursed Wounds. All natural or magical healing that a creature not immune to the effect receives while in the area is halved. Additionally, creatures not immune to the effect have disadvantage on death saving throws.\nUndeath. 1d4 hours after dying while in the area, a creature not immune to the effect comes back to life as a Zombie. Zombies created by this effect aren't under your control, but will not attack you or creature's immune to the effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darkbolt\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (120 Feet)\nDuration: See Below\nComponents: V, S\nDescription: With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.\nYou unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn.\nChoose one of the following two options when you cast this spell:\nYou can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.\nWhen you cast this spell -and as a bonus action on each of your turns thereafter- you can expend one or two of the bolts to fire them at a target or targets you choose within range. When you use this option, the spell's duration is Concentration, up to 10 minutes.\nNo matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darkmoon Blade\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a weapon\nDescription: You touch a non-magical weapon, enveloping it in brilliant purple light. Until the spell ends, that weapon becomes a magic weapon with a bonus to attack rolls and damage rolls equal to your spellcasting ability modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 force damage for every slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dartboard\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a dart\nDescription: You throw a dart into the air and choose a point of 5-foot radius within range. The dart multiplicates into many, falling in a volley from above and then disappear. Each creature in a 5-foot-radius of your chosen point must make a Dexterity saving throw. A creature takes 3d4 damage on a failed save, or half as much damage on a successful one. In addition, choose one creature who fails the save, and that creature take damage equal to the damage of an attack made by you using a dart. The damage type is piercing.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases in 2d4 per spell slot spent above the 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darunia's Explosive Boulder\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a charred pebble\nDescription: You conjure a giant, rough sphere of solid rock about 3 feet in diameter and weighing about 2000 pounds. You can only cast this spell while standing on solid ground. The boulder appears in your space, but as part of the action used to cast this spell, you can throw or launch the boulder from your person to any point in range.\nThe launched boulder's path is a 5-foot-wide line originating from you, and is up to 60 feet in length. Any creature in the boulder's path must make a Strength saving throw. A Huge or larger creature has advantage on this saving throw, while a Small or smaller creature has disadvantage. On a failure, the creature takes 5d8 bludgeoning damage, is moved with the boulder until the boulder's momentum stops, and falls prone wherever the boulder stops. On a successful save, the creature takes half as much damage, stops the momentum of the boulder in its space, and is neither moved nor knocked prone.\nAt any point before the start of your next turn, you can use your reaction to cause the boulder to detonate with a fiery explosion. You can do this even with the launched boulder is in mid-trajectory, such as when a creature succeeded on its Strength save to stop the boulder. Each creature in a 30 foot radius of the boulder at that point must make a Dexterity save, taking 5d8 fire damage on a failure, or half as much on a success.\nIf the duration of this spell ends and the boulder hasn't exploded, it becomes a mundane boulder permanently.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the bludgeoning damage and fire damage both increase by 1d8"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Daunting Volt Blade\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell\u2019s range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target becomes imbued with electric energy. If by the end of the target's next turn it hasn't moved from its space, it takes 1d6 lightning damage.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d6 lighting damage to the target, and the damage the target takes for not moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dawnbrand\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute (Concentration)\nComponents: V, S, M\nMaterial cost: A gold medallion depicting the sigil of a god of light\nDescription: When you cast this spell, you make a melee spell attack against a single creature in range. On a successful hit, the sigil of a god of light (typically Pelor or Pholtus) appears on that creature's forehead or most similar body part. At the end of each of this creature's turns for the duration, it takes 2d6 radiant damage. If this damage kills the target, the sigil on their forehead becomes a permanent brand and they may not be risen as an undead.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of this spell increases by 1d6 per each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Daze\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of wool or similar substance\nDescription: You patch together a complex string of disconnected or contradictory thoughts before causing them to fill a person's mind, briefly dazing them. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be incapacitated until the end of its next turn. A target with 12 or more hit points succeeds on this saving throw automatically.\nThe hit point limit on this spell increases by 12 when you reach 5th level (24 hit point), 11th level (36 hit point), and 17th level (48 hit point)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Daze Monster\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of wool or similar substance\nDescription: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. A target that has more than 60 remaining hit points automatically succeeds on the saving throw. This spell has no effect on undead.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit point limit increases by 10 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dazzling Glare\nLevel: 2\nSchool: Illusion\nClasses: Cleric, Druid, Paladin, Ranger, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash an overwhelming flash of light. Choose any number of creatures within range. Each target that can see you must succeed on a Constitution saving throw or become blinded for 1 minute; a creature sensitive to sunlight makes this saving throw with disadvantage. If a target is concentrating, its concentration is also broken on a failed save. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dead Again\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Each humanoid corpse within range explodes with dark energy. Each creature except you within 5 feet of such a corpse must make a Dexterity saving throw. A creature\ntakes 2d6 necrotic damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of each explosion increases to 10 feet. The damage increases by 1d6 for each spell slot above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Armor\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a small piece of iron or steel\nDescription: You shroud yourself and up to five other creatures within range in protective energy. An affected creature gains 4 temporary hit points for every five points of damage dealt to it until the spell ends. The temporary hit points last for the duration of the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points granted by this spell increase by 1 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Blade\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a blade\nDescription: You enchant a blade you wield with a slain soul. If you have slain an enemy in the last turn, you can cast this spell as a bonus action, otherwise it has a casting time of 10 minutes. Until the start of your next turn, a bladed weapon you wield gains a +2 bonus on attack rolls and damage rolls. A creature hit by this weapon must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Blade, Variant\nLevel: 8\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A small tarred doll\nDescription: You infuse necrotic power into a weapon. This spell deals 12d6 necrotic damage in addition to the weapon's normal damage. Anything killed with the weapon rises up as an undead under your control. You also heal for half of the necrotic damage dealt to the target.\nThe undead creature uses the stat block of the creature that was killed, but with no spellcasting ability, 1/4th of its HP, and gains vulnerability to radiant damage. It is considered an undead creature in addition to its original creature types.\nConstructs and other non-organic beings are not affected by the undead effect and only take the damage\nAt Higher Levels. You deal addition 1d6 necrotic damage for every spell slot above 8th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Blossom\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You invoke the power of the Shadowfell, and darkness wreathes your body as you assault everything nearby.\nThis spell may only be used if you are below half of your maximum Hit Points. You assault all creatures within 10ft., who each make a Constitution Saving Throw. They take 4d8 necrotic damage, which is halved on a successful save. Using this spell is tiring, and you will lose Hit Points equal to 10% of your Maximum after the spell has taken effect. If the backlash damage of this spell would make you drop below 1 hp, you simply fail to cast the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 for each spell slot above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Bolt\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a dark ball at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.\nThis 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: Death Cloud\nLevel: 3\nSchool: Necromancy\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet (15-Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pouch of bone meal and a dried bundle of wolfsbane\nDescription: You fill the lungs of your foes with the stench of death. Upon casting this spell, a cube of horrid black or crimson gas appears, originating from the point you select. When a creature enters this area for the first time or ends their turn there, they must make a Constitution saving throw or take 9d6 necrotic damage and fall prone as their senses are overtaken by the toxic vapors. This damage is reduced by half and the creature does not fall prone if they pass this saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage of this spell increases by 1d6 necrotic damage for every spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Coil\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, 1 Round\nComponents: V, S\nDescription: A blast of unholy energy snakes its way toward a creature within range, attempting to constrict it. The target must succeed on a Strength saving throw or be restrained for the duration. A creature that starts its turn restrained in this manner takes 2d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is extended an additional round for every two spell levels above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Finger\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Point a finger at a creature within range, shooting a thin beam of magical energy at them. If their AC is less than your spellsave DC, they take 1d10 force damage.\nAt Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death from the Heavens\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: 10 Minutes\nComponents: V, S\nDescription: You beckon the unadulterated power of the gods and summon them to rain hell upon your foes, causing dark clouds to roll in to cover a 500-foot-radius circle centered on a point you can see within range. At the start of each of your turns for the duration, piercing light breaks through from above the clouds towards up to three different points of your choice beneath the clouds. Each creature in a 15-foot-radius sphere centered on each point must make a Dexterity saving throw, taking 13d6 force damage on a failed save or half as much on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Grip\nLevel: 1\nSchool: Necromancy\nClasses: Artificer, Bard, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is pulled up to 40 feet directly towards you.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the number of creatures you may target by 1 and increase the range of this spell by 10 feet for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Sight\nLevel: 0\nSchool: Divination\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of powdered bone\nDescription: You touch a creature and give it an insight into its imminent death. While under the effects of this spell, a creature can add its proficiency bonus to its death saving throws. You cannot cast this spell on an incapacitated creature. If you cast this spell again, the effect ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Strike\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a piece of iron\nDescription: As part of this spell, make an attack with a melee weapon, if hits, your attack does 1d6 additional necrotic damage and you regain hit points equal to half of the total damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Touch\nLevel: 1\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You touch a creature and attempt to end its life instantly. It must make a Constitution saving throw, taking 10 necrotic damage on a failure.\nThis spell automatically fails if it targets a creature with more than 10 hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d10 necrotic damage for every level above 1st. In addition, the threshold for spell failure increases by 10 hit points for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death's Garrote\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a garrote\nDescription: You infuse your garrote with the power of death. The infused garrote's damage changes to 1d6 necrotic. When you attack with the infused garrote, you can use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. When a creature attempts to escape a grapple made with the infused garrote, you can use your spell attack modifier in place of your Strength (Athletics) modifier for the check to maintain the grapple"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death's Scythe\nLevel: 9\nSchool: Necromancy (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: The soul of a humanoid, which Death takes; Or a gift for Death worth at least 5,000 gp, which Death takes\nDescription: You incant the one of the ultimate forbidden rituals of necromancy: Summoning Death himself, for the purpose of borrowing his scythe in exchange for the material component. Over the course of the casting of the spell, Death appears, and decides if he is willing to part with his scythe. If Death agrees, he places it in your hands and allows you to wield it for the duration of the spell. You are considered proficient with scythes as long as you wield it.\nAt the end of the spell's duration, or when you dismiss the spell as an action, Death reappears and takes from you both his scythe (if you or your companions still have it) and the material components used in the spell, before being sent back to whence he came"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death's Touch\nLevel: 6\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Powdered diamond worth at least 500gp\nDescription: You touch one enemy creature within 5ft of you. You speak an ancient ritual in your mother dialect and offer the components to your deity. The target creature must succeed on a DC Constitution Saving Throw (using your spellcasting ability as the DC to beat), if the creature fails the saving throw, it must take 10d8 necrotic damage and have that amount added to your hit points as temporary hit points, if the creature succeeds the saving throw, it must take half of the 10d8 damage rolled and it's damage is not added to you for temporary hit points.\nAt Higher Levels. When you cast this spell using a spell slot of level 7 or higher, increase damage dice by 1d8 for each spell level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deathly Polymorph\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 30 Minutes\nComponents: V, S, M\nMaterial cost: a dead moth's cocoon\nDescription: This spell transforms you into a new form.\nThe transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any undead whose challenge rating is equal to or less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen undead. You retain your alignment and personality.\nYou assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless the new form is naturally capable of doing so. You are not able to create other undead through the use of your new form's abilities.\nYour gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deathly Servant\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instant,\nComponents: V, S, M\nMaterial cost: A gem worth at least 30gp to be inserted within the mouth of the servant, consumed by the spell.\nDescription: Commonly seen for necromancers and those who want cheap labor, this magic binds itself to a body and animates it once more. This is no resurrection, merely a mimicry of life that will follow the orders of those who perform the necessary ritual. Since it lacks the soul of the creature it once was, the body is significantly weaker and less capable, but still suitable fodder for the army. The ritual itself involves inscribing or carving symbols onto or into the flesh of the body, allowing magical energy to reside within the body.\n\nAny natural abilities once held by the creature are lost in this process, such as a dragon's breath attack or a creature being venomous. Similarly, the decrease in dexterity and the absence of thought make the animated creature incapable of flight or burrowing, setting their speeds for such to 0. While these creatures can still wear armor that is made for them, the act of marking them with the spell severely weakens the body itself, ruining any natural armor they may have once held as their bones and flesh sag, only to be tugged taught once more in a lesser, more grisly form. Creatures marked in this way move unnaturally and always have glowing markings upon them that give them disadvantage on stealth checks unless covered by thick clothes or armor.\nFor creatures of CR Ratings higher than CR 1, their health is 1d6 per CR level. For those under this level, their health modifier is 1D4+1. Their stats are as follow;\nDeathly Servant[edit]\n\n\n\nSame Size as Creature Body undead, neutral\n\n\nArmor Class 8 \nHit Points 1d6 Per CR Rating, Below CR1 is 1d4+1 \nSpeed 20ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n12 (+1)\n\n8 (-1)\n\n13 (+1)\n\n6 (-2)\n\n6 (-2)\n\n5 (-3)\n\n\nDamage Immunities PoisonCondition Immunities Poisoned\nSenses passive Perception 8, Dark Vision 60ft.\n\nLanguages \u2014None, understands verbal commands from creator.\nChallenge Same as in Life (Same as in Life, Optionally None.\nAntimagic Susceptibility.The servant is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the servant must succeed on a Constitution saving throw against the caster's spell save DC or the corpse will crumble to the ground, once more lifeless. XP)\n\n\nACTIONS\nCreatures animated with this spell retain all non-magical melee attacks, but make them with listed stats and without proficiency.\n\n\nTwisted by magic, these corpses are more frail than living counterparts in most instances, and the arcane runes glowing upon their decaying flesh identify them easily as monsters born from magic, only bound so long as the magic exists."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deathtouch\nLevel: 3\nSchool: Necromancy\nClasses: Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a shrunken head\nDescription: Your being is filled with necrotic energy, extending to your physical touch and your attacks for the duration. Whenever a creature touches you or hits you with a melee attack, it must make a Constitution saving throw or take 1d6 necrotic damage. Whenever you hit a creature with an attack, it takes an additional 4d6 necrotic damage (ignoring the touch damage mentioned previously). If you cause a creature to be reduced to 0 or fewer hit points with this spell, it automatically fails one death saving throw. If you hit a creature that is already at 0 or fewer hit points with this spell, it dies."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deathwatch\nLevel: 1\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 10 Minutes\nComponents: V, S\nDescription: Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).\nDeathwatch sees through any spell or ability that allows creatures to feign death. 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: Death\u2019s Caress\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Unholy energy radiates from you in an aura with a 30-foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 necrotic energy when it hits with a melee attack."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death\u2019s March\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Paladin, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Their damage reduction increases by 3 for the duration.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage reduction bonus is increased by 3 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Decaying Ground\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20-foot radius of the point becomes difficult terrain for the duration of the spell.\nWhen a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels.\nAny creature that can\u2019t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Decaying Necrostrike\nLevel: 1\nSchool: Necromancy\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Creeping tendrils of death slither toward a creature you can see within range. Your next successful attack within the duration of the spell forces the target to succeed on a Constitution saving throw, or take 1d4 necrotic damage, plus an additional 1d4 necrotic damage at the start of each of its turns for 1 minute. The target can make a Constitution saving throw at the end of each of its turns to end this effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4. Also, when you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d8 for every two slot levels above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Decrepit Hands\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a rabbit's foot\nDescription: You sacrifice one of your hands temporarily as it withers and becomes unable to perform somatic gestures or handle objects. Targeting a creature whose location you know, a ghostly apparition of your hand manifests near it. Your target must succeed on a Strength check contested against your spellcasting ability check, or for the duration of the spell, its hand suffers the same fate as yours. The creature can repeat the contest at the beginning of each of its turns, ending the spell early if it succeeds. You may end the spell as a bonus action. Only creatures with at least one working hand can use or be targeted by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deep Forest Emergence\nLevel: 5\nSchool: Transmutation (Ritual)\nClasses: Druid\nCasting time: 1 Action\nRange: 50 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: A handful of roots\nDescription: Plant vines into the ground and choose 3 locations within 50 feet. On your next turn, a Living Root emerge from the ground at each of these locations. Creatures within 10 feet of a summoning plant must succeed a DC 13 Dexterity saving throw or be knocked prone.\nLiving Roots summoned by this spell are under your control. On each turn, you may use a bonus action to select a target, which all roots within range will attack. Control of Living Roots is lost after 24 hours, but the plants will persist.\nCasting Plant Growth on these roots causes them to Deep Forest Bloom, growing flowers that exude sleep pollen. Living creatures (other than you) starting their turns within 20 feet of a Living Root must succeed a Wisdom saving throw or fall asleep.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, extend the range by 20 feet and summon 2 more Living Roots for each level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deepen Shadows\nLevel: 0\nSchool: Illusion\nClasses: Wizard, Sorcerer, Bard, Warlock\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 1 Hour\nComponents: S\nDescription: Over the course of a minute, the shadows in one 10 foot cube or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires a Wisdom (Insight) check with a DC equal to the spell save DC to notice it. The size of the area that can be affected increases when you reach 5th level (20 feet), 11th level (50 feet), and 17th level (100 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deeppockets\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a tiny golden needle and a strip of fine cloth\nDescription: You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets with extra-dimensional interiors. For the duration of the spell, items placed in the pockets are considered to weigh one tenth of their weight for the purpose of carrying capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents of the pockets fall to the floor"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Defense Lattice\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a stone carving of various intertwining polygons worth at least 100 gp\nDescription: You surround yourself with a network of magic energy that solidifies into discrete barriers in response to incoming attacks.\nThe network starts with a pool of 20 points. Whenever a creature makes an attack roll against you that is greater than or equal to your AC, the network expends points to increase your AC by 1 per point until the end of the current turn. The network expends points until your AC is 1 point greater than the triggering attack roll, or until the amount of points spent equals 2 + this spell's spell level (whichever happens first). If you are targeted by the magic missile spell, the network expends a number of points equal to the number of missiles targeting you (up 2 + this spell's spell level) to block 1 missile per point.\nIn addition, when you are targeted by a spell that deals damage, you can use your reaction to expend points up to this spell's spell level and reduce the damage by 1d6 per point. If the spell forces you to make Strength, Dexterity, Constitution, or Charisma saving throws, add the number of points spent to those saving throws.\nWhen you cast defensive lattice, you may choose to increase the casting time to 1 minute. The additional time is spent building and integrating an autonomous framework into the lattice, changing the spell's duration to 1 hour (no concentration required).\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 5 points to the network's pool for each spell level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Defensive Dome\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: If you or a creature you can see within 30 feet of you is hit with a ranged weapon or spell attack, you can use a reaction to have a dome of force spring into being centered on a point you choose within range, and lasts for the duration of the spell or until it is broken. The dome is 15ft in radius and has 40 hit points. The dome absorbs damage from attacks and spells from outside it until its hit points are reduced to zero, at which point excess damage carries over onto creatures and objects inside the dome.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the dome's hit points increase by 10 for each spell slot above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Defiant Overflow\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You begin to well with defensive energy for 1 minute. The next time you would restore hit points to any number of creatures while under this effect, you also grant the targets temporary hit points equal to the number of hit points restored."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Defibrillate\nLevel: 5\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: two bludgeoning weapons made of conductive material\nDescription: Using your two weapons, you touch a creature within 5 of you that has died within the last minute and send a reviving jolt through their body. The target returns to life with 1 hit point and becomes conscious. It has disadvantage on all saving throws until the end of its long rest"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deity's Jaw\nLevel: 9\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: gift given by the deity summoned\nDescription: Choose one person within 20ft, they must succeed a d20 constitution saving throw or be dealt 24d10 damage from being clenched in the jaws of the chosen deity"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delay\nLevel: 0\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Concentration, Up To A Minute\nComponents: V, S\nDescription: Upon an ally dropping to 0 hit points within 60 feet, you can freeze them in time. They retain their exact position and pose as well and cannot be damaged further by non-magical means. The ally cannot make death saving throws during this time.\nIf the spell is dismissed by the caster, the ally becomes stable.\nThe caster can opt to sacrifice some of their life in order to heal the ally. The caster takes 1d4 force damage and the ally is healed for that amount plus the total number of spell slots you have remaining.\nIf the caster loses concentration due to damage, the spell ends the caster takes half of damage and the ally receives a death fail.\nDue to the mal effects of time manipulation, this spell can only be used safely once per ally per long rest or risk taking 1d12 force damage for each further attempt"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delay, Variant\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose one spell of 1st level or lower that you know, and choose an amount of time that needs to pass. When that time passes, the spell is instantly cast. If it is an area of effect, it is created on the spot you cast this spell. If it targets a creature, the creature closest to the spot is targeted. For all intents and purposes, you count as the caster of this spell when iy goes off.\nAt Higher Levels. When cast at 3rd level or higher, the maximum spell level you can choose increases by 1 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delayed Blast Time Bomb\nLevel: 7\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: \"Concentration, Up To 4 Minute\"\nComponents: V, S, M\nMaterial cost: a small cogwheel\nDescription: A beam of white light flashes from your pointing finger, then slowly goes away as a small bead floating in the air up to 5ft or on the ground\n(can be found with a perception dc 13). When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an vortex that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell\u2019s base damage is 8d6 Force and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a blackhole that causes the spell to be casted right where it was touched that sucks everything inside of it destroying any objects that enter and dealing damage to creatures within the radius. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The explosion damages objects in the area and moves light to moderately weighted objects that aren\u2019t being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delayed Spell\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: V, S\nDescription: You focus your energy, holding fast and prepare to unleash it in one blast. When this spell ends due to the duration expiring and if you haven't moved since casting this spell then on your next turn if you cast a damaging Evocation spell, with a casting time of one action, increase one of the initial number of damage dice rolled by two. For example, if you cast Scorching Ray as a 2nd level spell, you can roll 4d6 fire damage once and 2d6 fire damage twice. To gain this effect, casting the damaging Evocation spell must be the first thing you do on that turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher increase the number of rounds you are concentrating by one and increase the number of damage dice rolled by one for each level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Deliberate Surge\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a thimble of water\nDescription: You chuck magic into the world, formlessly, allowing it to do what it will. Roll on the wild magic surge table. The result is the effect of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an additional time on the surge table, and can use any one roll of your choice."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: DeLiszt's Dirty Little Secret\nLevel: 2\nSchool: Divination\nClasses: Bard, Cleric, Paladin, Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: M\nMaterial cost: parchment, red ink\nDescription: While speaking to a creature, you may force them to blurt out something they\u2019d rather stay unknown. They may make a Charisma saving throw, the spell failing on a success. If the spell fails, they know you tried to cast it, but if it doesn\u2019t, they don\u2019t notice they revealed the information.\nThe information they reveal can take many forms. For example, if they have a secret identity, they may reveal what it is. They may grant the password for a certain lock, or give directions to a hidden location. The topic of the conversation may affect the contents of the secret revealed, but the content is overall left up to the DM."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dellmudes Hammer\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a massive hammer of glowing red force at a point you can see within range, which lasts for the duration. When you cast this spell, you can attempt to hit a creature within 10 feet of the hammer. The target must succeed on a Dexterity saving throw, taking 14d4 bludgeoning damage on a failed save. You can use an action on each of your turns to move the hammer to a point you can see within range and repeat this attack against the same target or a different one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delta Divide\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Druid, Ranger\nCasting time: 1 Round\nRange: Two Unoccupied Spaces Within 5 Feet Allowing A Triangle To Be Formed With The Caster.\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a single point of the caster's health must be given to each copy made (2 total points\nDescription: Two copies of yourself are created to fight for you\nWhen cast, two indistinguishable copies of your character are formed within reach of you. Your character can choose to either stay in their current space, or choose to occupy a space where a copy would be created and have the copy occupy the character's original space. Only the caster has knowledge of which two are the copies and which is the player. The copies have the same stats, skills, and abilities of the caster. The inventory of the caster can be divided up as the caster sees fit upon the spell's casting; regardless of how the inventory is divided, those who do not have it will obtain a fake copy of the item(s) with the same properties. The inventory of the copies will be an exact duplicate of what the caster had before creation, including anything they might have had equipped, which will all disappear once the respective copy disappears unless the caster gave them an item upon creation, if any. If the copies take any damage, they immediately fade from existence, unable to be saved or healed by any means, be it magical or non-magical. If a copy picks up any items and its hit points are reduced to 0, then all items it picked up are dropped immediately in the space the copy last existed. A copy can cast spells, even if a spell slot is required. Before Delta Divide is cast, the caster can choose to divide up its spell slots, giving some to one copy, to both copies, all to the copies, keeping all of the spell slots with the caster, etc. Any spell slots not used by a copy upon its health falling to 0 are unusable by either the other copy or by the caster and act as though they were used up (still recoverable by taking a long rest, etc.). If the caster is knocked unconscious or dies, then the copies immediately vanish regardless of their current state. The copies can be given temporary hit points in addition to their singular hit point. They can also be given inspiration dice via the bard or through other means. When rolling for initiative, the player can either choose for the copies and caster's rolls to be separate, or have the copies and caster roll and take their turn all at the same time. If the player chooses for each of them to roll, this decision must be stated before the roll is made. If the copies are created during combat, they go during the same turn as the caster and can go before, after, or both before and after the caster"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dementia\nLevel: 9\nSchool: Enchantment\nClasses: Warlock\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: An object from the targets past or A sculpture of the human mind made of precious metals worth 2,000 GP, either of the two the spell consumes\nDescription: You make an attempt to render the victims mind useless. The target must make a Wisdom saving throw. On a failed save, the target contracts the disease dementia at stage 4. The spell can be ended by greater restoration, heal, or wish. During the spell the target knows it's being forgetful and is utterly confused on why this is happening to them. In the event the spell is reversed the target not only regains its memories after one hour, but it also remembers who casted the spell on them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Demiplane Portal\nLevel: 7\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gem worth at least 1,000 gp\nDescription: You create a portal to a demiplane corresponding to the material gem in range. The portal occupies a 5 foot square, and can only be created in an open space. When the portal is created, the material component of this spell vanishes. The portal leads to a 10 foot cube with gem-like walls and moderate ambient light. Any creature can pass through the portal to this demiplane with any form of movement.\nThe portal remains open until you close it by using an action and touching the portal. When you do, the material gem reappears in your hand. Objects inside the demiplane when the portal closes remain there, but living creatures must make a Charisma saving throw against your spell DC. If it succeeds, the creature is ejected harmlessly out of the demiplane. On a failure, the creature is banished as though by the Banishment spell.\nUsing the same gem as a component in a later casting will open a portal to the same demiplane room. If the gem is lost or destroyed, other planar magic will be required to reach the demiplane, if at all.\nDemiplane etching\nThe caster can choose to, instead of opening a portal, etch miniscule special runes onto a gem. An etched gem connects to a different demiplane than it did before, and the new demiplane may have special properties according to the specific kind of mineral used:\nOnyx: The demiplane is affected by permanent magical darkness.\nSunstone: The demiplane is full of true sunlight.\nMoonstone: The demiplane is full of true moonlight.\nEmerald: The demiplane doubles natural healing within, and plants grow ten times as fast.\nRuby: The demiplane is warm and arid. Wet objects dry rapidly within.\nDiamond: The demiplane cannot be closed while a living creature is in it, by any means.\nJasper: The demiplane will mend items inside, as with Mending, over 24 hours.\nAquamarine: The demiplane is forever full of water that does not escape the portal.\nAmber: The demiplane slows entropy, and items inside do not deteriorate, decay, or spoil.\nRose quartz: Creatures inside the demiplane are filled with peace. When they attempt to make an attack or cast a spell on an unwilling target, they must make a Wisdom saving throw or they lose the attack or spell.\nAmethyst: Creatures inside are able to rest much more efficiently, taking a full rest in only two hours.\nOpal: Each time the portal is opened, the demiplane can take on an illusory appearance- but cannot hide objects or creatures inside.\nQuartz: Creatures and objects inside the demiplane are invisible- the demiplane always appears empty.\nBismuth: The portal opens to a different demiplane each time. The demiplane connected to may have any sort of planar detritus within, lost things, broken and useless things, or occasionally, treasure or danger"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Demon Skin\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 8 Hours\nComponents: V, S\nDescription: You cover your skin with fiendish scales and grow a small set of horns. For the duration, you gain a +1 bonus to your AC and suffer disadvantage on Charisma (Persuasion) checks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Demonic Visage\nLevel: 6\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: Your visage suddenly warps and changes to that of a terrifying demon. Your eyes glow the color of blood, horns sprout from your forehead, wings appear on your back. Around you, mirrors shatter, wine spoils, and nonmagical plants wither. Each creature within 60 feet of you that can see you must succeed on a Constitution saving throw or take 6d10 psychic or necrotic damage and be frightened of you for 1 minute. At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Denaliah's Dark Chains\nLevel: 4\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Reaction, Which You Take When A Humanoid Or Beast Within 60 Feet Of You Dies\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a puppet's string\nDescription: You trap the soul of a dying humanoid or beast in it's own body and make it into an undead servant. The creature gains a number of hit points equal to half of its maximum. The creature must follow your commands to the best of its ability, although it is not friendly and may resent being controlled. At the end of each of the creature's turns, it must make a Charisma saving throw. On a success, it's soul escapes and the body becomes a normal corpse. Due to the trauma inflicted on the soul, it cannot be resurrected for a year and a day unless True Resurrection or Miracle is cast.\nThe controlled creature retains all of its abilities, statistics, and proficiencies it had in life but cannot grow more powerful, regain lost spell slots, or regain expended abilities.\nYou may only control one creature with Marionette at a time. If you cast this spell again while you control a creature, the soul of the previously controlled creature escapes as if it had passed its saving throw.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level, the creature only makes a saving throw once per minute. At 6th level, this increases to once per hour. At 7th level, once per day, and at 8th level it lasts for a year and a day. At 9th level the effect is permanent"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dendromorph\nLevel: 7\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Hour\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a dried sapling, at least 500 GP worth of seeds, fruits, or acorns, and an item related to the target\nDescription: You call upon the power of nature to transform a creature into a tree. Target a creature within range. It must make a Wisdom saving throw to resist the transformation, which is modified by how familiar the target is with you, their intelligence, and how personal the item relating to the target is to them.\n\n\nKnowledge\nSave Modifier\n\n\nWell-versed (the target has met you and is aware of your powers or intentions)\n+10\n\n\nFamiliar (the target has met you and is aware of your existence)\n+5\n\n\nAcquainted (the target has seen you at least once)\n+0\n\n\nStrangers (the target doesn\u2019t know anything about you)\n\u22125\n\n\nIntelligence\nSave Modifier\n\n\n16 or above\n+2\n\n\nBetween 7 and 15\n0\n\n\n6 or below\n\u22122\n\n\nBelonging\nSave Modifier\n\n\nLikeness or picture\n\u22122\n\n\nPossession or garment\n\u22124\n\n\nBody part, lock of hair, bit of nail, etc.\n\u221210\nUpon a success, the target is unaffected, becomes immune to the spell for 1 week, and becomes aware of where you are for the next hour, to an accuracy of 120 feet.\nOn a failed save, the target, and anything they were wearing or carrying, gradually transforms into a tree and takes root where they were standing. It enters a deep sleep whilst in tree form, becoming unconscious. The target may make an additional Wisdom saving throw once every week to end the effect. When the spell ends, the target and its gear returns to the form it had before it was transformed, unaware of what had transpired"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Denial\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 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.\nDenial 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\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nThe 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\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Bard, Warlock, Wizard\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 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.\nThis 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\nLevel: 1\nSchool: Transmutation\nClasses: Cleric, Warlock\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Holy Symbol, Grave or Bone Dust, Weapon with Metal Striking Surface\nDescription: 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.\nAt 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\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5 Foot Square).\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: An ounce of fungus spores\nDescription: 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\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: 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\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: 5 Feet\nDuration: Instantaneous Or 1 Hour (See Description Bellow)\nComponents: S, M\nMaterial cost: A handful of sticky goo or slime, which the spell consumes\nDescription: 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.\nAlternatively, 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\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nA 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.\nThis 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.\nAt 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\nLevel: 8\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch(Self)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A steel rod about 5-6 inches long\nDescription: 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.\nYou 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.\nThe 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.\nAt 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\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V\nDescription: 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\nLevel: 2\nSchool: Divination\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an abacus\nDescription: 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.\nIf 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.\nFor 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.\nAt 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\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Artificer, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 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.\nAt 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\nLevel: 0\nSchool: Divination\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: 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.\nThe 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.\nThe 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\nLevel: 1\nSchool: Divination\nClasses: Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 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.\nThe 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\nLevel: 1\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: 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\nLevel: 1\nSchool: Divination\nClasses: Bard, Cleric, Paladin, Wizard, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 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.\nThe 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\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 45 Minutes (8 Hours As A Ritual)\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: an item important to the target\nDescription: 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.\nIf 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\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a golden chunk worth at least 5 gp for every explosive created\nDescription: 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\u2019s 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\u2019s 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.\nIf 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.\nIf 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.\nAt 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\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous Or Up To 1 Minute (See Text)\nComponents: V\nDescription: 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.\nWhen 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\u2019s 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\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Up To 1 Minute (Concentration)\nComponents: V, S, M\nMaterial cost: A piece of burnt wood which the spell consumes\nDescription: 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.\nAt 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\nLevel: 8\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: See Below\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A weapon that deals slashing damage, worth at least 1 sp\nDescription: 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.\nIf the attack is a critical hit, this spell instead deals an additional 100 non-negatable force damage.\nAt 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\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: 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.\nFor 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.\nAt 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\nLevel: 7\nSchool: Abjuration (Ritual)\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Ft.\nDuration: 10 Min\nComponents: V, S, M\nMaterial cost: a small emerald worth at least 100 gp\nDescription: 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.\nThis 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.\nAt 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\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Warlock\nCasting time: 1 Action\nRange: 200 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: 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\u2019s 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\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: two pieces of copper\nDescription: 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.\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: Dirty Deeds Done Dirt Cheap\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self / 120-Feet Range\nDuration: 1 Minute\nComponents: V, S\nDescription: 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.\nDuring 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.\nIn 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.\nAt 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\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of foam or butter\nDescription: You disarm an enemy creature of a weapon or other object it's holding.\nChoose 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.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one\nadditional 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\nLevel: 4\nSchool: Divination\nClasses: Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a divine focus\nDescription: 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.\nEach 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nAt 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\nLevel: 0\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You channel a sliver of magical energy into your target\u2019s 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\u2019s spell fails and has no effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dismiss Stranger\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an offering worth at least 100 gp per HD of creature to be dismissed\nDescription: You attempt to send one Stranger of CR 1 or less that you can see and is within range, back to The Dark.\nThe target must succeed on a Charisma saving throw, or return to The Dark, the nebulous plane from which all Strangers trace their origin.\nIf 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.\nThis 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.\nIf 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).\nAt 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.\n\nNote: 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\nLevel: 3\nSchool: Abjuration\nClasses: Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: 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\u2019s 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.\nAt 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\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\nDescription: 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\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You twist time and space in a 10-foot radius sphere, causing the following effects for the duration:\nAll movement within the area is halved.\nWhen you cast this spell, all creatures in the area currently concentrating on spells must make a saving throw to resist breaking concentration.\nEach creature other than you within the area has disadvantage on saving throws against breaking concentration.\nWhenever 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.\nAt 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.\nIn 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nAlternatively, 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\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of a broken shield\nDescription: 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\nLevel: 0\nSchool: Divination\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nThis 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\nLevel: 2\nSchool: Enchantment\nClasses: Cleric, Paladin\nCasting time: Reaction\nRange: 30Feet\nDuration: 1 Round\nComponents: M\nMaterial cost: Holy Symbol\nDescription: 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\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small silver sword\nDescription: 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.\nWhile 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\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\n(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.)\n2\nVot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Divine Spark\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nAt 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\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Calling forth from your deity you strike with the glory of the gods.\nAs 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.\nThe spell\u2019s 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\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a dome of light that surrounds you in a protective radiant barrier.\nYou 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.\nAt 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\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: one lodestone\nDescription: The target you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier.\nYou 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.\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.\nAt 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\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\n\nAt 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\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Ft (20 Ft Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: fur of bat and piece of ice\nDescription: 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.\nAt 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.\n\nAlso 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\nLevel: 3\nSchool: Illusion\nClasses: Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 Hours\nComponents: V, S\nDescription: A horrifying visage of a dark hound haunts the target relentlessly\nYou 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\nLevel: 3\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (8-Foot Dome)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A spiky seed pod\nDescription: 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.\nAt 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\nLevel: 5\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 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.\nIn 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.\nThe doppelganger lasts for the duration or until reduced to 0 hit points.\nAt 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\nLevel: 2\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: 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.\nIf you are currently grappled or restrained by a creature, when you cast this spell, you automatically hit the creature holding you with every bolt.\nAt 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\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: M\nMaterial cost: A sword\nDescription: 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.\nNote: 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.\nAt 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\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: M\nMaterial cost: A sword\nDescription: 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.\nAt 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\nLevel: 9\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 500 Ft\nDuration: Instantaneous\nComponents: S\nDescription: 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\nLevel: 2\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 3 Minutes\nComponents: S\nDescription: 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.\nAt 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\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Sorcerer, Warlock\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Flowers of the Lotus or Scorpion Grass Plants\nDescription: Wrapping yourself in a mystical aura, you redirect hazardous energy away from yourself and allies and back towards your foes.\nWhen 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.\nAt 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\nLevel: 4\nSchool: Divination\nClasses: Bard, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: an oblong piece of metal worth at least 1 gp\nDescription: 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.\nThe 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.\nAt 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\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: A Round\nRange: Self (120-Foot Cube)\nDuration: 10 Minutes\nComponents: V, S\nDescription: 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:\n-You can gain +5 AC and resistance to magical piercing, bludgeoning and slashing damage\n-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\n-your attacks don't miss and have advantage on the damage\n-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\n\nAfter 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\nAt 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\nLevel: 9\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 24 Hours\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small gemstone worth 15,000 gp and a large pool of acid\nDescription: 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\nLevel: 5\nSchool: Evocation\nClasses: Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gem worth at least 500 gp\nDescription: 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\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: 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.\nThis 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\nLevel: 6\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: dragon scale\nDescription: 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.\nYou 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\u2019t reduce your normal form to 0 hit points, you aren't knocked unconscious. You have advantage on constitution checks to maintain concentration.\nYou are limited in the actions you can perform by the nature of the new form, and cannot cast spells.\nYour gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment\nAt 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\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 90 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a few scales from a snake or lizard\nDescription: 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.\nThe 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.\nIf 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.\nThe GM has the dragon's statistics."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dragon Rage\nLevel: 5\nSchool: Enchantment\nClasses: Sorcerer\nCasting time: Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A dragon's scale\nDescription: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits:\nYou add twice your strength modifier to damage rolls of melee attacks\nYou 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.\nYou gain temporary hit points equal to your Strength modifier + your sorcerer level.\nYou 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.\nIf 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.\nHowever, this spell is very physically taxing.\nYou cannot concentrate on spells while this spell is active (with the exception of claws of the dragon and dragon's breath.)\nIf you end this spell early, you gain one level of exhaustion.\nYou have disadvantage on all Wisdom and Intelligence saving throws.\nChoose 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.\nYou 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\nLevel: 5\nSchool: Enchantment\nClasses: Sorcerer\nCasting time: Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A dragon's scale\nDescription: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits:\nYou add twice your strength modifier to damage rolls of melee attacks\nYou 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.\nYou gain temporary hit points equal to your Strength modifier + your character level.\nYou 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.\nHowever, this spell is very physically taxing.\nYou cannot concentrate on spells while this spell is active.\nIf you end this spell early, you gain one level of exhaustion.\nYou have disadvantage on all Wisdom and Intelligence saving throws.\nChoose 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.\nYou 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\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nIf 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.\nAt 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\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a martial melee weapon worth at least 1 gp\nDescription: 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.\nAt 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\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nAt 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\nLevel: 1\nSchool: Necromancy\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: 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.\nAt 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\nLevel: 1\nSchool: Necromancy\nClasses: Druid, Shadowcaster, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: 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.\nThis spell does not work on constructs, undead or targets who are currently under the effect of extreme heat.\nAt 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.\nIf 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\nLevel: 1\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a fragment of rotten skin\nDescription: 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.\nAt the end of this spell's duration, or when the infected creature is reduced to 0 hit points \u2014 whichever happens first \u2014 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.\nAt 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\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point at a wounded creature that you can see within range and command its blood to surge forth.\nIf 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.\nAt 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\nLevel: 2\nSchool: Illusion\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 30 Minutes\nComponents: V, S, M\nMaterial cost: a scentless flower\nDescription: 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\nLevel: 0\nSchool: Enchantment\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self, Touch\nDuration: Special\nComponents: V, S\nMaterial cost: Night\nDescription: 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.\nWhen 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:\n1-30: The failure is instead treated as a success.\n31-40: The creature experiences horrifying nightmares, suffering 3d10 non-lethal psychic damage every hour.\n41-50: The creature experiences dreams of terrible hardships, sorrows and tragedy, receiving two levels of exhaustion on walking up.\n51-60: The creature experiences dreams of happiness, wealth and good luck, receiving automatic success on the next three saving throws it makes upon waking up.\n61-70: The creature is transported to a random plane of existence upon waking up.\n71-80: The creature experiences prophetic dreams that allow it to know the future of the next three hours of events after waking up.\n81-90: The creature experiences visions of aberrant world, resulting in an indefinite madness upon waking up.\n91-95: The creature switches souls with a random creature, with the chance of shifting souls with someone the creature knows being high.\n96-99: The creature experiences the life history of another random creature. The another creature in question may or may not already be dead.\n100: 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.\nThe spell ends when the affected creature wakes up."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dreamworld\nLevel: 9\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard, Bard\nCasting time: 1 Round\nRange: Self (15 Foot Cube)\nDuration: Instantaneous\nComponents: V\nMaterial 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.\nDescription: 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\nLevel: 6\nSchool: Transmutation (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a golden skeleton key worth at least 500gp, which the spell consumes\nDescription: 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).\nWhat 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\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of twisted metal\nDescription: 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.\nAt 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\nLevel: 5\nSchool: Divination\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet, Self (20-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Tarot card The Fool\nDescription: You can cast this spell by shouting the name of your deity while holding the tarot card.\n\nBy 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.\n\nAs 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.\n\nIf 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\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Sorcerer\nCasting time: 1 Bonus Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small chunk of raw iron\nDescription: 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.\nAt 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\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Ft\nDuration: Up To 1 Hr.\nComponents: V, S, M\nMaterial cost: Electric Guitar\nDescription: 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.\nThe spell\u2019s 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\nLevel: 1\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: 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.\nAdditionally, 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\nLevel: 6\nSchool: Transmutation\nClasses: Cleric, Wizard\nCasting time: 10 Minutes\nRange: 1 Mile\nDuration: 1 Month\nComponents: V, S, M\nMaterial cost: a staff\nDescription: 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.\nAt 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\nLevel: 8\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Hour\nRange: 60 Feet\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: the heart wood of an oak tree at least 100 years old\nDescription: You create an area inaccessible to anyone but you and your compatriots at the heart of a wilderness.\nA druidhome is equally a place and a representation of the druid\u2019s spirit. Good-aligned druids\u2019 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.\nOnce 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.\nAt 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.\nThe 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\u2019s control, but they recognize the druid\u2019s 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.\nEach 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\nLevel: 5\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Reaction, Which You Take When A Creature Within 60 Feet Of You That You Can See Takes Damage\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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\nLevel: 1\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Reaction, Which You Take When You Are Hit By An Attack\nRange: 10 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: 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.\nThe 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\nLevel: 8\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: 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.\n\n\nIf 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.\n\n\nA 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\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Wizard, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: 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:\nYou ignore difficult terrain caused by uneven ground.\nYou reduce any falling damage you take by 10.\nYou have advantage on ability checks and saving throws made against being knocked prone.\nThe 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\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (50-Foot Cone).\nDuration: Instantaneous\nComponents: V, S\nMaterial cost: Must be in Stormy conditions to cast\nDescription: 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\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: 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.\nThis 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\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nMaterial cost: both hands\nDescription: 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.\nAt 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.\nInspired by \"mold earth\" while looking at \"catapult\"."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Earthen Bullet\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: 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.\nAt 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Dagger\nDescription: 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.\nThis spell\u2019s 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a handaxe\nDescription: 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.\nAt Higher Levels. This spell\u2019s 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Mace\nDescription: 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.\nThis spell\u2019s 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\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Quarterstaff\nDescription: 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.\nThis spell\u2019s 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\nLevel: 5\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a grasping vine from the earth that snatches your target and drags the creature beneath the earth.\nThis 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.\nA 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Earthen Servant\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Druid, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Varies\nComponents: V, M\nMaterial cost: sand, dirt, rock, gravel, clay, or mud which is then consumed\nDescription: You summon a small creature made out of earth, specifically the kind of earth you used to summon it. You can only summon one Earthen Servant at a time. The Earthen Servant rolls its own initiative and acts on its own on its turn and is friendly to you and will carry out your commands to the best of its abilities. On each of your turns, you can use a Bonus Action to manually command the Earthen Servant if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Any of its actions that require a saving throws, refers to the caster's spell save DC. Once given an order, the creature continues to follow it until its task is complete. After 1 hour, it crumbles back into the material it was made from. Your Earthen Servant can also be dismissed early as a bonus action.\nIt has the statistics of the Earthen Servant creature in addition to these bonuses depending on what material they are made of.\nHP: (+2 if sand,+1 if dirt, +6 if rock, +3 if gravel, +1 if clay, +0 if mud.)\nAC: (+2 if sand,+0 if dirt, +3 if rock, +1 if gravel, +0 if clay, +1 if mud.)\nMovement Speed: (+10 if sand,+15 if dirt,+0 if rock, +5 if gravel, +10 if clay, +15 if mud.)\nStr: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.)\nDex: (+2 if sand, +1 if dirt, +0 if rock, +1 if gravel, +0 if clay, +1 if mud.)\nCon: (+0 if sand, +1 if dirt, +2 if rock, +1 if gravel, +0 if clay, +1 if mud.)\nInt: (+1 if sand, +0 if dirt, +1 if rock, +1 if gravel, +2 if clay, +1 if mud.)\nWis: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.)\nCha: (+1 if clay)\nThe Earthen Servant also gains access to these additional actions:\nTurf toss: Ranged weapon attack: (Dexterity Modifier) to hit, range 30/60 feet., one target.\nIf sand: 1d4 + Dexterity modifier bludgeoning damage and the target must make a Dexterity saving throw, becoming blinded on a failed saving throw. At the start of each of it's turns, it can redo the saving throw. On the fourth failed attempt, it succeeds instead.\nIf dirt or mud: 1d4+1 + Dexterity modifier bludgeoning damage and the target must make a Constitution saving throw, becoming blinded on a failed saving throw until the end of its next turn.\nIf gravel/clay: 1d6+1 + Dexterity modifier bludgeoning damage\nIf rock: 1d8+1 + Dexterity modifier bludgeoning damage\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the Earthen Servant's Hitpoints by 32 (4d10 + 4) increase all its stats by 2, AC by 1 and damage dice by 1. it's size becomes medium, now lasts for 24 hours and now has Resistance of non-magical bludgeoning, slashing, or piercing damage.\nWhen cast using a 5th level spell slot, increase all its stats by 4, AC by 2, hit points by 50 (7d10 + 8), and the number of damage dices by 2. Your Earthen Servant now lasts for 1 Week and now has Multiattack (two turf tosses, two slams, or 1 turf throw and 1 slam).\nWhen cast using a 7th level spell slot, increase all its stats by 8, AC by 3, hit points by 72 (10d10 + 12), and the number of damage dices by 3. Its size becomes large. Your Earthen Servant now lasts for 1 Month.\nWhen cast using a 9th level spell slot, increase all its stats by 16, AC by 4, hit points by 104 (14d10 + 20), and the number of damage dices by 4. Its size becomes huge. Your Earthen Servant now lasts until dismissed or reduced to 0 Hitpoints"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Earthshatter\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You use your abilities to cause a point within range to shatter, causing a loud boom that shakes the bodies of those within 5 feet of the point. Creatures in the area must succeed on a Constitution saving throw, taking 1d4 thunder damage on a failed save.\nAt Higher Levels. The spells 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: Ebb And Flow, Dagger\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Dagger\nDescription: You create a tether of water to your dagger then throw it at a target in range, then return it attacking for a second time, make two ranged spell attacks against a single target in range, each hit deals Water damage.\nThe spell\u2019s damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 damage to the target, at 11th level (2d4) and 17th level (3d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ebb And Flow, Handaxe\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (Cone 15 Feet)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Handaxe\nDescription: You create a chilling wave in the form of an axe, all targets within range must each make a constitution save or take 1d6 Water damage.\nThis spell\u2019s 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: Ebb And Flow, Quarterstaff\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (30 Foot Cone)\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Quarterstaff\nDescription: As you raise your staff a wave of refreshing energy washes over all allies in range, each ally receives a number of temporary hit points equal to your spellcasting modifier.\nThis spell\u2019s temporary hitpoints increases by 1d4 when you reach 5th level (1d4), 10th level (2d4) and 17th level (3d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ebb And Flow. Mace\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Mace\nDescription: You slam your mace into the ground as a film of water rushes to a target in range, water rises at the target location to encompass the target, they must make a strength save or take 1d8 Water damage and are moved up to 10 feet in any direction of your choice.\nThis spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 1th level (3d8) and 17th level (4d8)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Echoes\nLevel: 4\nSchool: Illusion\nClasses: Bard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a tiny tin gong or cymbal\nDescription: Choose one creature you can see within range. For that creature, every sound is amplified and reverberates with distressing loudness. The creature must make a Constitution saving throw. On a failure, the creature is deafened and has disadvantage on all attack rolls and ability checks. A creature immune to the deafened condition automatically succeeds on its saving throw.\nAt the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Echoes of Agony\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A shard of black quartz\nDescription: Gathering negative energy from a darker plane, you intensify the pain and misfortune that befalls your foes. This negative energy suffuses an area within a 15-foot radius, spreading around corners. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, they are afflicted with a dark curse for the duration. Any time a creature affected by this curse takes damage, they take an additional 2d6 necrotic damage. A creature cannot be afflicted by more than one instance of this curse at a time.\nA remove curse or similar spell cast at a level greater than or equal to the level at which this spell was cast ends the effect of this curse on its target.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Echolocate\nLevel: 0\nSchool: Divination\nClasses: Artificer, Bard, Druid, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You utter a bat-like screech into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 60-foot cone. This area of effect can't pass through walls or other blocking materials."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eclipse\nLevel: 8\nSchool: Illusion\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (100-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: 1 ounce of stardust, powdered moon rock, or meteorite fragment\nDescription: You can create the massive image of a solar eclipse occurring directly overhead. Each creature within a 100-foot radius of you must make a Wisdom saving throw at the beginning of each of their turns. On a successful save, they ignore it. On a failed save, they look directly at it and become blinded for 1 minute. If they are already blinded, they don\u2019t need to make the Wisdom saving throws, but can attempt to make a Constitution saving throw ending the effect on a success. If the effect ends, either naturally or otherwise, they must continue to make Wisdom saving throws again as long as eclipse continues.\nIn addition, all creatures in the radius must make a Dexterity saving throw or take 1d12 radiant or necrotic damage (your choice)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eclipse Life\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a steel sphere 6\" across, which the spell consumes, and a diamond bowl filled with alchemist's fire and worth at least 1,000 gp\nDescription: You target a creature you can see within range, attempting to draw out its life force and bind it to the steel sphere used casting. The target must make a Charisma saving throw. On a failed save, target is paralyzed until the start of its next turn and steel sphere vanishes, appearing adjacent to the target and exploding in a blast of magical force; this blast is a sphere centered on the target with a radius in feet equal the target's Constitution modifier (minimum 1) times 15. Each creature within this area, including the target, must make a Dexterity saving throw, taking 1d12 force damage for each Hit Die the target has on a failed save, or half as much on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eco Dolor\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Turn\nRange: 120 Feet\nDuration: Concentration, Up To 1 Turn\nComponents: V, S\nDescription: You select one living creature and create a small copy of the target in your hand and remain concentrated, unable to do anything other than use your movement to keep able to see the targuet (if you lose vision of the targuet the spell fail), at the beginning of your next turn you need to do an action to \"pop\" the small copy of the target that was in your hand (in case the \"pop\" doesn't happen, the spell restarts, forgetting the damage from the previous turn, and storing the damage from that turn to increase in the next), the target receives again all the damage caused to it since you cast the spell (all damage caused is considered magical for upcoming resistances), the target has to make a Constitution saving throw if was successful the damage is cut by half.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level you can select up to 3 living creatures for the spell. Using a spell slot of 9th level you can select up to 5 living creatures for the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eidolon\nLevel: 9\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Indefinite\nComponents: V, S\nMaterial cost: 1 lb unbaked clay, 100 gp of diamond dust per hit die expended (see below), consumed in spellcasting\nDescription: This spell, once cast, creates an identical duplicate of a target creature. In order to do so, you must \"lock\" hit die equal to either half the hit die of the target if they have class levels, or 2/3rds it's challenge rating otherwise. These locked hit die cannot be used to regain health during a short rest, do not get returned during a long rest, and cannot be used for further spells that lock hit die. You must lock at least one hit die.\nThis spell cannot be used to target creatures without self-awareness or intelligence, or creatures who would force you to lock hit die greater than your current amount available. If you duplicate a willing creature, it knows all information that the original creature knew, plus all information you know. If you duplicate an unwilling creature, it can make a Wisdom save at advantage; on a success the duplicate only knows information you know.\nOnce you've cast the spell, the duplicate obeys your orders, and will be considered to be Charmed by you, even if the original creature is immune to Charmed effects. Dismissing the duplicate is a one minute ritual that will refund you your locked hit die. However, if the duplicate is destroyed, you are not immediately refunded your locked hit die, and they return at a rate of one hit die per week.\nIf you duplicate a creature that can cast spells, it only has up to one spell slot per spell slot level, up to 7th only, but you can give it spell slots you have so it may cast spells.\nYou can use a Wish spell to negate the hit die cost of this spell, but doing so grants the duplicate it's own soul, making it a self-aware entity distinct from you or the original creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eilistraee's Moonfire\nLevel: 1\nSchool: Evocation (Ritual)\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: 40 Feet\nDuration: 10 Minutes (Self)\nComponents: V, S\nDescription: This spell creates a globe of moonlight, 1 foot in diameter, that orbits around you within your space. It sheds bright light to a distance of 10 feet, and dim light for an additional 15 feet. You may have the globe take on any color you wish when you cast the spell.\nOn your turn, you may use a bonus action to command the globe to do one of the following:\nReduce its intensity, causing the globe shed only dim light to a distance of 10 feet.\nRevert it back to its normal intensity.\nFly back to your position and return to following you wherever you move.\nFly up to 40 feet in any direction, passing through openings as small as 1 inch. The globe cannot move further than 40 feet away from you.\nMake a melee spell attack against a creature adjacent to itself, dealing 2d6 cold damage on a hit. Once this attack resolves, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eilistraee's Moonfire, Variant\nLevel: 2\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A moonstone worth at least 50 gp\nDescription: You conjure a beacon of light, either onto your person or hovering beside you in benign orbit.\nThe beacon is under your control and is incorporeal. It sheds moonlight with a brightness and color of your choice. For brightness, you may choose either dim light with a radius of 5 to 10 feet, or bright light with a radius of anywhere from 5 to 30 feet, with dim light extending for the same distance thereafter. The brightness is not capable of blinding a creature. The color of the light can be chosen from white, soft blue, pale green, or silver.\nAs a bonus action on your turn, you can will the beacon to do any (or all) of the following actions:\nChange the light's intensity, choosing from the options above.\nChange the light's color, choosing from the options above.\nMove from your person to your orbit or back. Being in your orbit has the beacon hover beside you in your space, making illumination easier but concealment extremely challenging. You can freely move your orbiting beacon within your space (no action required).\nMove up to 40 feet in any direction, passing through openings as small as 1 inch. The beacon must be within 120 feet of you, and it winks out if it exceeds this distance, ending the spell. If you and the beacon occupy the same space, you can have it enter or leave your orbit, hovering where you left it (no action required).\nIf the beacon ever enters an area of magical darkness created by the darkness spell, both this spell and the darkness spell are dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Armor\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: an iridescent beetle elytra\nDescription: Developed by Imperial Wardens, this spell allows you to summon a piece of glowing heavy armor that surrounds your body. If you are already wearing medium or heavy armor, this spell fails.\nYou gain a +3 bonus to AC for the duration. The AC bonus is reduced by 1 each time you are hit by an attack: thus after the third attack hits you, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Burst\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch an invisible blast towards a target. Target a creature within range, on a hit, they take 1d6 force damage. If you dealt more than 3 damage with this attack, every creature within 5 feet of the target (not including the target) must make a Dexterity saving throw or take 1d4 force damage.\nThis spell's initial damage increases by 1d6 and bonus damage increases by 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Cannon\nLevel: 9\nSchool: Evocation\nClasses: Warlock\nCasting time: Instantaneous\nRange: Self (120-Foot Line)\nDuration: Duration: Instantaneous\nComponents: V, S, M\nMaterial cost: a rod of emerald worth at least 200pp\nDescription: A huge beam of crackling energy streaks from you forming a line 120 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 20D12 force damage on a failed save, or half as much damage on a successful one. The force destroys any objects in the area that aren\u2019t being worn or carried"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Legerdemain\nLevel: 0\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Up To 1 Hour\nComponents: S\nDescription: You manifest a minor magical feat summoned from the realm of dreams. You create one of the following magical effects within range:\nYou create illusionary writing (static or animated) which can appear on any surface in range, and be no larger than two square feet. The writing can be in any language you know, and can seem to be written in ink, blood, seeping ichor, or glowing letters.\nYou render invisible a single unattended object within range. The object must be no more than eight inches on a side and weigh no more than 1 pound.\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou summon a very minor creature in range, which can be no larger than a mouse. This creature has only 1 hit point, no effective attacks, and no traits or features just it's movement speed. It lasts until you dismiss it or you summon another creature.\nYou create a nonmagical trinket or an illusory image in your hand that persists until the end of your next turn.\nYou instantly light or snuff out a candle, small campfire, torch, or lantern in range with witches' fire; a purple, indigo, or green flame. You can choose it to produce neither smoke nor heat.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\nA non-instantaneous effect produced by this spell lasts for up to one hour"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Portent\nLevel: 6\nSchool: Divination\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 24 Hours\nComponents: S, M\nMaterial cost: An item warped or touched by an elder god\nDescription: You make contact with a great old one, and try to extrapolate knowledge of the future from it. Make a DC 20 Intelligence saving throw: On a failed save, your mind fractures from the stress of touching a higher being, dealing 3d6 psychic damage to you. You also suffer from a random long-term madness effect until either the madness expires[1] or until you finish a long rest.\nOn a successful save, you come away with knowledge of the future. Roll 2d20 and choose one of the results to become a portent die. Until the end of the duration, you can expend this portent die to replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the portent die's result. You must choose to do so before the roll is made, and you cannot replace a die roll with a portent more than once per turn.\nThe spell ends once the portent die is expended, or when the duration expires.\nIf you try to cast this spell while you already have a portent die from a previous casting, you automatically fail the saving throw.\nPortent Replacement. If you have a class or subclass feature that grants you a similar effect, such as the Divination wizard's Portent feature, you can opt to replace the result of a portent die from that other feature with the result of the portent die in this spell. If you do, you have advantage on the saving throw.\nWarlock Patron. If you are a warlock with a Great Old One patron, you can deliberately contact your patron using this spell. Contacting your patron instead of any other elder god using this spell grants you advantage on the saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you roll one additional d20 for each slot level above 7th. You still choose only one roll to be the portent die.\nIf you cast this spell using a spell slot of 9th level, the potency of the connection allows you to directly dictate fate. Instead of rolling d20s for the portent die, you may outright choose any result from 1 to 20 for the portent die."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Rebuke\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 60 Feet Of You That You Can See.\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point your finger, and the creature that damaged you is momentarily surrounded by pure cosmic energy. The creature must make a Dexterity saving throw. It takes 2d10 force 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Strikes\nLevel: 0\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: Self (5 Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: Dark energy focuses into your weapon and hastens your strikes, releasing it upon an creature in range. Make a spell attack. On a hit, the target takes 1d10 force damage.\nAt Higher Levels. The spell lets you make more attacks when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack. These attacks happen all at once."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Ammunition\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: S, M\nMaterial cost: a piece of ammunition\nDescription: You imbue a number of pieces of ammunition with elemental energy. When you cast this spell choose one of the following damage types; fire, cold, lightning, acid, poison, or thunder. Then, choose one of the following options.\nSingle Shot. Touch one piece of ammunition. The next time this piece of ammunition hits a target before the spell ends, add an additional 3d8 damage of the chosen element to the damage roll.\nMultishot. Touch three pieces of ammunition. The next time any of these pieces hit a target before the spell ends, add an additional 1d8 damage of the chosen element to the damage roll.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the single shot option increases by 1d8 and the number of pieces of ammunition for the multishot option increases by 1 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Arrows\nLevel: 1\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour On Quiver Or Up To 1 Minute On A Single Arrow\nComponents: V, S\nDescription: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage) or you can use 1 action to cast the spell to do 1d6 elemental of your choice. The spell\u2019s magic ends on the piece of ammunition when it hits or misses, and the spell ends when eight pieces of ammunition have been drawn from the quiver. If you concentrate on one shot the next time you make a ranged weapon attack during the spell\u2019s duration, the weapon\u2019s ammunition transforms into an elemental arrow. Make the attack roll as normal, The target takes 2d6 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage)or you can use 1 action to cast the spell to do 2d8 elemental of your choice on a hit, or half as much damage on a miss, instead of the weapon\u2019s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d4 damage when it is element random, 1d6 damage when it is an element specified on a failed save, or half as much damage on a successful one. The piece of ammunition then returns to its normal form.\nAt Higher Levels. For quiver: When you cast this spell using a spell slot of 2nd level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 1st. For a single arrow: When you cast this spell using a spell slot of 2nd level or higher, the damage the spell increases by 1d6 to random, 1d8 to specified for each level above 1st, the AOE goes up to 1d6 to random, 1d8 to specified on 2nd spell slot, 3rd spell slot and higher adds extra 1d6 to random, 1d8 to specified."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Beckoning\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: From the palm of your hand opens a small portal to the plane of Elemental Chaos, summoning an unpredictable blast of energy to maim a creature within range. Make a ranged spell attack against the target and roll a d6. On a hit, the target takes 1d12 damage of a type on the list below, determined by the d6 roll.\nAcid\nCold\nFire\nForce\nLightning\nThunder\nThis spell's damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Blade\nLevel: 2\nSchool: Evocation\nClasses: Druid, Paladin, Ranger, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a twig\nDescription: You create a weapon of ice, fire, or lightning in your hand.\nThe weapon is similar in appearance to a short sword and lasts for the duration of the spell. If you let go of the blade, it disappears, but you can evoke it again as a bonus action.\nAs an action you can make a melee spell attack using the weapon, and on a hit, the target takes 3d6 damage of the either cold, fire, or lightning depending on the elemental type of the weapon.\nA weapon made of ice sheds bright light for a 5-foot radius and dim light of an additional 5 feet; a weapon made of fire sheds bright light for a 10-foot radius and dim light of an additional 10 feet, and a weapon made of lightning sheds bright light for a 20-foot radius and dim light of an additional 20 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can change the appearance of the weapon into that of 2 short swords that each inflict 3d6 of the chosen elemental damage or a great sword that inflicts 6d6 of the chosen elemental damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Blessing Rune\nLevel: 4\nSchool: Abjuration\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: stone with an elemental rune on it or drawing the symbol of the rune in sand/air\nDescription: You choose a willing creature within range and bless them with an elemental rune. You choose a damage type from fire, cold, thunder, acid, lightning, or poison and grant the creature immunity to all damage of that type for the duration of the spell.\nIn addition, the affected creature deals an 1d4 damage of the selected damage type with successful melee attacks.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level, the duration increases by 12 seconds and the damage increases by 2d4. When you cast this spell using a spell slot of 8th level, the duration increases by 24 seconds, the damage increases by 3d4 and the caster can change the damage type of this blessing at will on their turn, but only once per turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Blow\nLevel: 0\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (10Ft Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast a 10 foot cone of elemental damage against creatures. When you cast this spell you decide which type of damage it deals. If it deals Acid, Poison, or Cold damage then the targets must succeed on a Constitution saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn. If the the damage type that is dealt is Fire or Lightning, then the targets must succeed on a Dexterity saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn.\nYou chose between fire, cold, lightning, acid, or poison damage\nAt 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: Elemental Bolt\nLevel: 2\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous, See Text\nComponents: V, S, M\nMaterial cost: an 8-sided prism\nDescription: You fire a bolt of raw elemental energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 damage of a damage type of your choice of acid, cold, fire, force, lightning, poison, psychic, or thunder. In addition, if the attack hits, the target suffers an additional effect based on the damage type chosen.\n\n\nAcid\nIf the target is wearing armor, it must succeed on a Dexterity saving throw or the armor takes a cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Penalties inflicted by this disappear after 1 hour.\n\n\nCold\nYou may create an ice pillar in an unoccupied space within 10 feet of the target. The pillar is 1 foot wide, 10 feet tall, and 1 foot thick. The pillar has AC 10, 10 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The pillar disappears after 1 minute.\n\n\nFire\nThe target takes 1d6 extra fire damage.\n\n\nForce\nThe target must succeed on a Strength saving throw or be knocked prone.\n\n\nLightning\nThe target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.\n\n\nPoison\nThe target must succeed on a Constitution saving throw or be poisoned for 1 minute.\n\n\nPsychic\nThe target must succeed on a Wisdom saving throw or take 2d6 extra psychic damage.\n\n\nThunder\nThe target must succeed on a Wisdom saving throw or be frightened for 1 minute.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Edge\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V\nDescription: Your spell sends traces of your magic into the edge of a weapon and causes its physical properties to be changed in some way. Upon casting this spell, the damage type of the current weapon you're wielding instantly changes based on your chosen edge. The weapon must be capable of dealing damage and able to be placed in your inventory. You may dismiss this cantrip as a bonus action during your turn. When this cantrip is cast on a different weapon, it will immediately end the effects on the previous weapon.\nFlame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.\nCold Edge: The weapon frosts over and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.\nShocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.\nAir Edge: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage.\nForceful Edge: The weapon pulsates with an unseen energy. The damage type of the weapon is now Force damage.\nToxic Edge: The weapon glows with a sickly green light and smells faintly of almonds. The damage type of the weapon is now Poison damage.\nBiting Edge: The weapon's surface becomes caustic, reacting violently with other substances. The damage type of the weapon is now Acid damage.\nPsionic Edge: The weapon begins to produce an unnerving aura. The damage type of the weapon is now Psychic damage.\nHoly Edge: The weapon glows with the light of a shooting star. The damage type of the weapon is now Radiant damage.\nEvil Edge: The weapon begins to produce a deathly aura. The damage type of the weapon is now Necrotic damage.\nRegardless of what edge is cast when you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, to attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage (if it already isn't), and the weapon's damage die will increase by one step (ex: If the weapon affected by this spell is a shortsword, the damage die will increase from 1d6 to 1d8).\nAt higher levels the damage die increase by an additional step at 5th level, 11th level, and 17th level.\nOne-handed: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10 \nTwo-handed: 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d1"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Hex\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, M\nMaterial cost: A body part treated with preservatives worth at least 5gp, such as a shrunken head or mummified claw\nDescription: You utter a foul incantation that weakens a target-within-range's resolve against a certain type of damage. The target must make a Wisdom saving throw, becoming vulnerable to your choice of one of the following damage types on a failed save: acid, cold, fire, lightning, poison, or thunder. Objects automatically fail this saving throw.\nThis spell has no effect if the target is immune to the selected damage type. If the target is resistant to the selected damage type, they instead lose that resistance for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level, you may target an additional creature for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Maelstrom\nLevel: 5\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 160 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny glass sphere, sulfur, powdered amber, and an adder\u2019s stomach\nDescription: You hurl a sphere of crackling elemental energy that blossoms into a storm of energy at a point within range. Each creature within a 20-foot radius of that point must make a Dexterity saving throw, taking 2d6 acid plus 2d6 cold plus 2d6 fire plus 2d6 lightning damage on a failed save, or half as much damage on a success.\nAt Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the spell deals an additional 1d6 acid, cold, fire, or lightning and an additional 1d6 acid, cold, fire, or lightning damage for each slot level above 6th. The two elements you choose for each slot level cannot be the same"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Strike\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: A weapon\nDescription: The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder.\nThe attack damage type is that of the weapon used and the element of choice and does an additional 1D6 damage of the elemental type. The target must succeed on a Constitution saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw.\nFire The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out.\nCold The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last.\nLightning The target is stunned slightly and can not move or make attack actions on their next turn.\nThunder The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add 1D6 to the spells damage, for each spell slot above 1st Level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Weapon, Variant\nLevel: 2\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a weapon or natural weapon\nDescription: You condense on your hand pure elemental power, in a shape of solidified energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. At the start of each of your turns, you can change the chosen damage type or the shape of the weapon, for the duration of the spell, without requiring an action.\nYou can shape the weapon as any simple or martial weapon of your choice made of the chosen element. This weapon will be considered to be a regular weapon of the chosen shape, and you are proficient with. The damage is the same regardless of the form of the weapon, 2d6 damage from the chosen type, but the elemental weapon will have the properties of the chosen form.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. A ranged weapon will magically create a piece of elemental ammunition each time you make a ranged attack, ignoring the reload property of weapons.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Wrath\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash a powerful burst of energy. Choose cold, fire, lightning, or thunder damage. Each creature in a 60-foot radius of you must make a dexterity saving throw. A creature takes 10d8 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 7th level or higher, the damage increases by 1d8 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elfin Wave\nLevel: 7\nSchool: Conjuration (Ritual)\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: A golden ring\nDescription: A wall of water sweeps down the water source you chose as your target. It extends 10 feet beyond the water source. If a creature enters the wave or starts it's turn inside it, it must make a Dexterity saving throw (vs your spell save DC) or take 10d6 force damage and be pushed along 50 feet.\nYou can shape the crest of the wave to whatever you want, i.e horses, spears, even fire! The wave does 1d10 extra damage of the type that the shape would have. Spears-piercing, horses-bludgeoning, fire-slashing, etc. These shapes normally only do bludgeoning, piercing, or slashing damage, unless the DM rules otherwise. A creature who is hit may make a Strength (Athletics) or Dexterity (Acrobatics) check or get pushed along the wave for 50 feet more. The creature can save at the beginning of each of its turns.\nThe wave parts around you and up to 7 other designated creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 8 or higher, the extra damage increases by 1d10 for each spell slot above 7"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elonia's Glamour\nLevel: 1\nSchool: Illusion\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 3 Hours\nComponents: V, S, M\nMaterial cost: a pinch of ruby dust and a pinch of chalk dust\nDescription: You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else. Rather, for the positive version, makes the target\u2019s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt. An unwilling target may make a Wisdom saving throw to resist. While the positive version of this spell is active, the target has advantage on all Charisma ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Charisma ability checks"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elusive\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Once per round, either as a bonus action or as a reaction to an attack or spell, you can teleport up to 10 feet. You can take the reaction after an attack or spell result has been determined, before damage is rolled.\nIf the space you teleport to is occupied, you and the occupant take 2d6 bludgeoning damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ember Blast\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (15-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: You thrust your hand forward, shooting out multiple blasts of flame. All creatures in a line 5 foot wide and 15 foot long must succeed on a Dexterity saving throw. On a failed save, a target takes 1d8 damage if within 5 feet, 1d6 if within 10 feet and 1d4 if within 15 feet.\nYou can create one additional 15-foot line when you reach the 5th level (for a total of two 5-foot per 15-foot lines), two when you reach the 11th level (for a total of three) and three at 17th level (total of four)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ember Strike\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Drawing from the air around your weapon, it lights aflame as you strike.\nYou touch a weapon that you are wielding and it begins to glow yellow and white with heat. As part of casting this spell, you make a weapon attack with this weapon, which deals additional fire damage equal to 1d6 plus your spellcasting modifier on a hit. If you roll a 1 with this attack, the spell backfires, dealing the same fire damage to yourself and forcing you to drop the weapon.\nAt Higher Levels. The spell\u2019s damage increases by 1d6 when you reach 5th level (2d6+your spellcasting modifier), 11th level (3d6+your spell casting modifier), and 17th level (4d6+your spell casting modifier)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Emberbolt\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Focus and swing with fire flying through the gaps in your fingers. Sometimes you just need to punch something with fire. Like a shotgunned version of fire bolt, this blast from the caster's hand dissipates quickly, but burns hotter than a normal fire bolt when cast. The caster makes a melee spell attack against a single target, if it hits it does 1d12 fire damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Emerald Splash\nLevel: 3\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: A blast of water and emeralds comes from your hands in a 20-foot cone in the direction you face. Each creature caught within that cone must make a Dexterity saving throw. A target takes 6d6 piercing damage on a failed save and half as much on a successful save. The emeralds damage any object they come in contact with that aren't being carried or worn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 or the range increases by 10 feet for each spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Emit Spores\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: any mushroom\nDescription: You emit a cloud of toxic green and purple spores. Each creature in range, other than you, must make succeed on Constitution save or take 1d6 poison damage.\nThis 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: Empowered\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Druid, Paladin, Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: While in combat, you tap into your inner strength, and this heightened focus makes you more capable in physical challenges. For the duration you have advantage on Dexterity and Strength ability checks, and your weapon attacks deal an additional 1d4 damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Empowering Sacrifice\nLevel: 0\nSchool: Necromancy\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a sharp fragment\nDescription: As your blood pulsates out of your body, and the pain rushes over, you recite a profane enchantment that turns these feelings into brute arcane power. You take 1d4 necr\u00f3tic damage and become vulnerable to radiant damage until the beginning of your next turn. In return, the next spell you cast within the duration deals extra damage equal to 1d4 plus your spellcasting ability modifier. Creatures that don't possess blood cannot cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Emyhr's Rhyme\nLevel: 3\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V\nDescription: You recite a puzzling, cryptic rhyme and force a creature you can see within range to ponder it for some time. If the target can hear and understand you, it must make an Intelligence or Wisdom saving throw (your choice). On a failed save, the target's Intelligence and Wisdom scores are swapped for the duration. An affected creature can use an action on its turn to repeat the saving throw, ending the spell on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\nMe? We."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enchant Item\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an emerald pendant with a rune of creation emblazoned on it\nDescription: You touch one object that was meant to be crafted as a magic item. A casting of this spell adds 3d20+15 gold to the output of crafting. For non-consumable items of rare or rarer rarity, this spell is required to make the item magical unless higher levels spells or magically charged material components are used to do so.\nIf that object has not been crafted to be a magic weapon, the spell fails. If that object has had a spell cast on it that solely targets that object and requires concentration, the effect instead remains for the full duration.\nThis spell cannot enchant artifacts.\nNote: This spell is made for the magic crafting system of the Lospiri setting"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enchantment of the Wind\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: S\nDescription: Until the start of your next turn, wind swirls around you, acting as an extension of your own body. For the duration of the spell, you add 30 feet to your reach when you attack with a melee weapon or unarmed strike, as well as determining your reach for Opportunity Attacks. Additionally, when you hit a creature with a melee weapon or unarmed strike, you deal magical wind damage equal to 2d6 plus the to the amount of damage the weapon attack would otherwise deal.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each two slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Endless Null\nLevel: 9\nSchool: Abjuration\nClasses: Sorcerer, Warlock\nCasting time: 3 Minutes\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A magic item worth 10,000 GP or more\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(hold value 8)\nThe caster targets a single creature that it can see within 300 feet and begins doing odd gestures as though possessed and muttering words in incomprehensible languages. The creature is then consumed in a 60 foot cone of chromatic energy. If this creature is a construct,undead, or aberration, it is destroyed instantly. If the creature is a fiend or celestial, it is turned into a normal human, taking on characteristics similar to its original form. If it is any other type of creature it stays the same. The target loses all magical ability and cannot regain it by any means other than direct contact with a greater deity. It also gains a disadvantage against all spell saving throws and cannot be affected by magical buffs of any sort and cannot attune to any magic items"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Endless Sleep spell)\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Warlock\nCasting time: 1 Day\nRange: Touch\nDuration: Special\nComponents: V, S, M\nMaterial cost: A diamond worth at least 500 gp for each target\nDescription: The souls of any willing creature are transported away from their bodies and and each soul is then stored within a different diamond. Their bodies appear to be dead except that they aren't rotting. They stay in the dead like state until the diamond that houses their soul is destroyed (AC23 64 HP immunity to nonmagical damage, Primary caster can destroy them as a bonus action) which then awakes the caster whose soul is in it. While in the death like state the bodies can't be harmed in any way. You can also choose to store your body and soul in the diamonds."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Endrian Slash\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: Make a melee weapon attack. On a hit, you deal the weapon's normal damage plus an additional 1d4 force damage.\nAt Higher Levels. This spell's damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th (4d4) level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Endure Elements\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: Protection from normal environmental hazards.\nYou can target up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature\u2019s equipment is likewise protected. This spell doesn\u2019t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.\n*See weather conditions in chapter 5 of the Dungeon Master's Guide (pages 109 to 110)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enemy Insight\nLevel: 0\nSchool: Divination\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you cast the spell, or that it was being targeted by your spell.\nOnce you cast this spell on a specific creature, regardless of the saving throw outcome, that creature becomes immune to your enemy insight spell for 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energizing Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends electrifying energy through the target's body, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.\nAt 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: Energy Beat\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a mirror made of silver or gold worth at least 50 gp\nDescription: You create a mote of radiant light that hovers above your head. It lasts for the duration. \nWhen the mote appears, you make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage. Until the spell ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Burst\nLevel: 6\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer\nCasting time: 1 Action\nRange: Self (45-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash a wave of bright searing energy all around you. Each creature of your choice within a 45-foot-radius sphere centered on you must make a Constitution saving throw. It takes 10d4 radiant damage on a failed save, or half as much damage on a successful one. This energy passes through walls or any other obstacles in its path before stopping 45 feet away from you.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Drain\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 25 Feet\nDuration: Instant\nComponents: V, S\nDescription: Drains hit points equal to hit dice. \nYou fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D6 and the caster gains temporary hit points equal to half the result. If it succeeds, divide the end result in half and the caster does not gain temporary hit points. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Drain, Variant\nLevel: 1\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Reaction\nRange: 10 Feet, Self\nDuration: Instantaneous\nComponents: S\nDescription: As a reaction, At the cost of a 1st level spell slot your palm expels and negate the damage from an attack that deals magical and non-magical elemental damage types. you can then chose to either attack or absorb the energy.\nAttack:\u00a0You make a melee spell attack at a target of your choice within 10ft of you, on a hit you deals 1d6 of the damage type you negated.\nAbsorb:\u00a0You regain expended spell slots that have a combined level that is equal to or less than half your warlock level (rounded up), and none of the slots can be 6th level or higher."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Immunity\nLevel: 5\nSchool: Abjuration\nClasses: Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: Choose one of the following: Acid, cold, fire, lightning, or thunder. For the duration, the willing creature you touch has immunity to damage of this type."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Rupture\nLevel: 8\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a mystical field of energy absorption around a creature, which then ruptures out from them once it reaches critical mass. The target of this spell gains resistance to acid, cold, fire, lightning, posion, and thunder damage.\nIn addition, when the spell ends, the energy erupts out from them. Every creature in a 20-foot radius sphere of the creature, excluding the creature, must make a Dexterity saving throw. On a failed save, they take force damage equal to the total amount of acid, cold, fire, lightning, poison, and thunder damage dealt to the target of the spell during the duration of the spell. On a successful save, they take half as much damage. The target of the spell can, as an action, release the energy early, ending the effect of the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Energy Strike\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Using willpower alone, you condense the space around your weapon as you attack.\nMake an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional force damage equal to your spellcasting ability modifier.\nThe spell\u2019s 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: Enervation, Variant\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 25 Feet\nDuration: Instant\nComponents: V, S\nDescription: You fire a ray of necrotic energy at a creature within range and attempt to drain its life away. If it fails a Constitution saving throw, it loses hit points equal to the maximum number of its hit dice multiplied by 1d4, if it succeeds, divide the end result in half. If the target's hit point maximum is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a greater restoration spell or similar magic"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enhanced Darkness\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60\nDuration: 1 Hour\nComponents: V\nDescription: A 60-foot-radius of magical darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light.\nIf you choose a point on an object you are holding or one that isn\u2019t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell\u2019s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enhanced Durability\nLevel: 1\nSchool: Abjuration\nClasses: Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: iron filings\nDescription: You touch one willing creature. For the next minute, the target has a bonus +2 to AC, and gains 4 temporary hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains an additional 10 temporary hit points for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enhanced Permanency\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(Hold Value 5)\nAfter casting this spell, the next spell you cast before this spell ends has its duration magically enhanced to become permanent and without concentration. The spell you choose cannot be a spell that is explicitly damaging or healing (Including Hit Point Maximum and Temporary Hit Points) in any way (Except by a continuous area you have no control over, such as Cloudkill), and cannot already be permanent or Until Dispelled by default. Spells that have a permanent version don't need to meet the requirements of that version to be made permanent this way.\nYou cannot make cantrips permanent. You cannot make spells with a defined number of uses for the effect permanent. This includes things like asking a set number of questions or speaking a set number of words (Commune, Commune with Nature, Sending, Etc.).\nA creature that knows this spell only knows how the spells they already know would interact with it. A Druid wouldn't know how Fly interacts with it, for example. They can, however, make an educated guess at the DM's discretion, especially for anything obvious like Fly.\nSpells that affect an area always appear as Necromancy (Along with whatever school of magic they already are) when showing up on spells like Detect Magic, and can be affected by spells that affect Necromancy.\nPermanent spells hit by a Dispel Magic, Antimagic Field, etc. that could normally end them do so temporarily, until the Permanent spell would no longer be affected. The exceptions to this are spells that result in permanent non-magical effects, such as shapeshifting spells (The spells themselves are magical, the effects they produce are magically made natural by the Enhanced Permanency).\nFinally, spells made permanent that can require spell saves always use the spell save DC you had when you cast the spell, even if that changes later.\nShapeshifting Nonsense[edit]\nSpells that shapeshift a creature into another creature (Including Alter Self) alter their true form to cause this to happen, meaning it can't be reverted because there's nothing to revert (And spells that shapeshift the creature all behave as if their new true form is the form to revert to when they expire). Spells that shapeshift a creature's true form this way never affect that creature's personality, languages, ability to speak, Intelligence, Wisdom, or Charisma scores, or their features and traits that aren't related directly to their race. This means a creature affected this way can still cast spells, use items (Assuming they aren't far tinier than reasonable for the item), etc. Spells that shapeshift a creature have all that creature's equipment fall off without damage if it is shapeshifted in a way that dramatically changes their size or shape. Otherwise, the equipment is still worn or carried if it can be.\nFor any spell that isn't a shapeshifting spell, a creature or area can only be affected by one permanent spell at a time. Trying to make another spell permanent for either causes the one affecting them to end (Except for shapeshifting). This also means Enhanced Permanency can be used to dispel any permanent spell that isn't a shapeshifting one, simply by choosing the spell to dispel before yours ends (Instead of making a spell permanent).\nSpells that create or summon creatures still end, but only when the creature dies. Any spell that allows creatures to make a save against it multiple times to end it still ends if they succeed, unless stated otherwise in this spell description.\nIf the new true form of a creature drops to 0 hit points, the creature is knocked unconscious as their normal form would be. A creature with their true form changed this way doesn't revert if they die, as for all intents and purposes they are that creature now.\nInteractions With Other Spells[edit]\nCertain other spells cannot be made permanent this way. These spells are Antilife Shell, Antimagic Field, Augury, Bane, Bless, Blink, Command, Compulsion, Confusion, Crown of Madness, Dimension Door, Divination, Divine Word, Dominate Monster, Dominate Person, Dream, Enthrall, Etherealness, Faerie Fire, Globe of Invulnerability, Grasping Vine, Greater Invisibility, Gust of Wind, Hold Monster, Hold Person, Holy Aura, Leomund's Tiny Hut, Major Image, Mass Suggestion, Misty Step, Otiluke's Resilient Sphere, Otto's Irresistible Dance, Pass Without Trace, Phantom Steed, Plane Shift, Power Word Stun, Project Image, Ray of Enfeeblement, Sanctuary, Sending, Shield, Shield Of Faith, Silent Image, Slow, Stone Shape, Tasha's Hideous Laughter, Teleport, Time Stop, Warding Bond, Wish, Zone of Truth.\nIn addition, some spells can only be made permanent this way by casting them on one creature. These spells are Beacon of Hope, Calm Emotions, Charm Person, Color Spray, Create Undead (Stays under your control), Fear, Water Breathing, Water Walk,\nFinally, some spells work differently as described below when cast this way. Only spells described below that deal damage can be made permanent by this spell.\nContagion\nHas the target save once, making the disease permanent if they fail, until something removes the disease. Greater Restoration or higher magic removes the disease, and it also ends if the target dies.\nControl Water\nYou control water within a 100 feet cube around you instead of picking a 100 foot cube within range.\nCreate Food and Water\nYou can cast the spell once a day without spending a spellslot.\nDaylight\nCan only be used to make an object shine with the Daylight effect.\nDemiplane\nThis version of the spell can only be used to create a Demiplane. However, afterwards, you can cast Demiplane without using a spellslot, but only to reach the Demiplane you make with this casting of the spell.\nDominate Beast\nIf it fails the save, the target remains Charmed even if it takes damage, and makes no more saves to end the spell.\nEyebite\nSingle target, asleep effect only, still ends if awakened but only by magic or damage.\nFog Cloud\nA strong wind still disperses the spell, but only until the wind is gone.\nGoodberry\nBerries are exactly the same but don't spoil after a day.\nHypnotic Pattern\nSingle target only, still ends if it takes damage or someone uses their action to snap the target back to reality.\nInvisibility\nSpell still ends if the target attacks or casts a spell.\nMage Armor\nSpell still ends if the target don's armor or you dismiss it.\nMaze\nSingle target remains in maze until it escapes.\nMind Blank\nSelf only.\nMirror Image\nDuplicates can still be destroyed by a hit on them.\nMislead\nStill ends if you attack or cast a spell.\nMordenkainen's Magnificent Mansion\nOnce you cast the spell in a spot, you can cast the spell in that specific location without using a spellslot or having the material components normally required to cast the spell. When you cast the spell this way, it's duration is Until Dispelled, regenerating used resources and damaged rooms every 24 hours from when you cast it, and this applies to every time you cast it at that specific location.\nMove Earth\nYou control earth within a 40 feet cube around you instead of picking a 40 foot cube within range.\nPasswall\nCreates a mundane passage but otherwise behaves identically.\nPlant Growth\nBoth versions of Plant Growth can be made permanent. IF the longer version is made permanent, it fails every 4 years, before returning after that year's end. The area affected this way cannot be made to grow anything during that year.\nSleep\nWorks identically to Eyebite except with the hit point limit and different range.\nStinking Cloud\nWorks identically to Fog Cloud except with the dangers of the Stinking Cloud spell. Only the cloud is permanent, not any harmful effects it causes.\nTenser's Floating Disk\nStill ends if it's weight limit is exceeded or you move too far away.\nUnseen Servant\nActs as if the caster got the Boon of the Servant.\nWall of Force\nIn any configuration, the spell cannot encompass creatures or objects on its own, and is still destroyed by Disintegrate.\nWeb\nWebs created last until destroyed, but regrow in an hour after being destroyed. Spectral spiders can be seen nesting in the area of the web.\nWind Walk\nSingle target. Lasts until the target reverts once.\nDisclaimer[edit]\nThe above list only takes into account the spells in the PHB for D&D 5e. The DM determines how spells act that aren't from this set, thought they should try to follow the above rules and understand why something is banned (or not banned) on the list (I.E., if it's obviously broken or blatantly unfair to a creature, such as Greater Invisibility or Slow, or if it doesn't make sense to be permanent, such as Stone Shape, since the effects are lasting anyway)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enhancement\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: 1 Metal Weapon\nDescription: The Metal Weapon you are holding becomes imbued with your magical power, increasing the Damage die of a Metal Weapon by one size to a maximum of a D12, you can use your spellcasting ability instead of your normal modifier for the attack and damage rolls of melee attacks using that weapon.\nThe weapon also becomes magical, if it isn\u2019t already. The spell ends if you cast it again or if you let go of the weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enigma's Paper Seal\nLevel: 5\nSchool: Abjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a valuable piece of paper worth at least 500 gp\nDescription: You instill the a sense of terror in a person, taking advantage of their fear and putting them a paper seal. You cast this spell and may make the following effects occur:\nYou touch an object and instantly fold it up in a paper seal. If the item has a name, it is printed on the seal in your native language. You can obtain the item from the seal by unfolding it. You may do this three times per casting of this spell.\nYou instill a sense of fear in a creature that you can see. As an action, you look at a creature and if it can see or hear you, it must make a Wisdom saving throw or become frightened. You may do this twice per casting of this spell.\nYou take a frightened creature and fold them up into a paper seal. As an action, you touch a creature with the frightened condition and force them to make a Wisdom saving throw. On a success, they are immune to the effects of the spell for 24 hours and on a failure they are sealed up into a paper seal. If the creature has a name, it is printed on the seal in their native language. The creature is freed from the seal if a creature unfolds the paper. You may do this once per casting of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enraged Enhancement\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: an ounce of your own blood\nDescription: As the blood used in casting begins to gleam a bright red, it flows straight back into your system, causing your body to bloat and expand. For the duration of the spell, you are effected by the following.\nYour Strength and Dexterity scores increases by 4, to a maximum of 22.\nYour size increases to Large, if you weren't already larger.\nYour unarmed strikes instead deal 1d10 + your Strength modifier bludgeoning damage, if it didn't already deal more.\nYou gain 3d10 temporary hitpoints, which dissapear after the spell ends.\nWhen you take the attack action, you can instead make two unarmed attacks as part of that action.\nYou are beserked.\nThis spell is particularly hard to end. You cannot willingly choose to end it, and dispel magic does not end the spell itself, only stopping the effects for a minute; immediately resuming afterwards.\nFinally, while this spell doesn't require concentration itself, you cannot concentrate on other spells while under the effects of this one.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 2d10 temporary hitpoints for every level above 5th. Additionally, when cast at a minimum of 8th level, you can make an additional attack as part of an attack action, for a total of 3."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enroot\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a leaf from an oak tree\nDescription: You invoke the power of the forest in order to root creatures in place. Choose either one unwilling or three willing creatures you can see within range that aren't constructs or undead. An unwilling creature that succeeds on a Constitution saving throw is unaffected. For the duration, an affected creature becomes rooted to the ground as it and its gear is absorbed into the trunk of a tree that sprouts into being around the creature.\nA tree created by this spell is a Large plant with AC 11, 30 hit points, and vulnerability to fire damage, and the ground in a 5-foot radius around it is difficult terrain. If a tree is reduced to 0 hit points, the spell ends for the creature within that tree.\nWhile affected by this spell, a creature is blinded, paralyzed, and restrained, and it has total cover to effects outside the tree. The creature is in a form of stasis, during which it doesn't need to eat or sleep and is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. When the spell ends for a creature, the wood cracks and falls away from its body, rotting to nothing over the course of an hour.\nAt Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration is concentration, up to 24 hours. If you use a spell slot of 8th level or higher, the duration is 10 days. If you use a 9th level spell slot, the duration is 30 days. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ensemble of Elegance\nLevel: 7\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an instrument you are proficient with\nDescription: Invigorating music fills a 30-foot radius around you for the duration, granting supernatural speed and focus. When you cast this spell, choose any number of willing creatures in that radius. While it remains within the spell's radius, a target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\nWhen the spell ends for a creature, it becomes stunned until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enspell\nLevel: 4\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a miniature blade made from crystal\nDescription: Choose one damage type from acid, cold, fire, lightning, and thunder. Upon casting this spell, any or all creatures you choose within 15 feet of you have their weapons infused with magical energy corresponding to that damage type. For the duration, the affected creatures' weapons are magical, and on a hit deal an extra 1d6 damage of the type you chose. Any affected weapon loses this property if loses contact with the affected creature.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every two slot levels above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Entropy\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You create a point of entropy in your hand and touch it to a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 force damage. This spell deals maximum damage if the target is an object or is a creature that is grappled, incapacitated, prone, or restrained.\nThis 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: Entropy Field\nLevel: 9\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150-Feet Radius Sphere\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a rare black crystal, which is consumed by spell\nDescription: A powerful evocative spell that creates an area of magical devastation around the caster. When you cast, creates a field of chaotic forces and dark energies that warp space and time within a 150-foot radius sphere.\nWithin the Entropy Field, reality disintegrates, and the laws of physics are broken. Creatures within the area are held at an intense temporal distraction, causing confusion, weakness, and disorientation. All creatures within the field take 10d10 force damage and are supported by a random effect, determined by 1d4 for each affected creature:\nEnfeeblement: The creature has its Strength, Dexterity, and Constitution reduced by 6 points each. This penalty lasts until the spell ends.\nTemporal Confusion: The creature is unable to act or move, losing all actions, action bonuses, reactions, and movement on its turn. It also loses any bonus actions and reactions on subsequent turns until the spell ends.\nDisorientation: The creature has disadvantage on all attack rolls and saving throws, and it can't cast spells.\nWarped Effect: The laws of magic are unstable within the Entropy Field. Any spell cast by creatures within the area has a 50% chance to automatically fail, regardless of the result of your attack rolls or saving throws. The GM spins a coin where face means success and tails means fail."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eradication Flame\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Line)\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: ruby dust worth at least 500 gp\nDescription: You create a large, unstable white flame in the palm of your hand that flickers for only a moment before blasting into a 120-foot-long, 5-foot wide beam. Each creature in this beam must succeed on a Dexterity saving throw or take 6d6 fire damage and 6d6 force damage. A creature who takes this fire damage without resistance is ignited for an extra 4d6 fire damage. An ignited creature takes this extra fire damage at the end of each of its turns until uses an action to put out the flame, if an adjacent creature uses such an action, if the flame is put out by water or wind, if the target takes cold damage, or if this spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Erase\nLevel: 1\nSchool: Transmutation\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: With a wave of your hand, you erase all writing from scrolls, sheets of parchment or paper, or similar objects that you touch. This spell can affect a number of distinct pages or writing surfaces equal to your spellcasting ability modifier.\nNonmagical writing is automatically erased if you touch it. A creature holding an object you attempt to erase can make a successful Dexterity saving throw to avoid your touch.\nThis spell can also erase magical writing, such as a spell found on the pages of a spellbook or within a spell scroll, or end the effects of one spell which relies on writing of some form, including glyph of warding, illusory script, instant summons, symbol, or teleportation circle. When you attempt to erase magical writing, you must make an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. On a successful check, the writing is erased, ending the spell or rendering the scroll or spellbook pages nonmagical. On a failure, this spell fails and the casting is wasted, and a harmful spell is triggered if applicable (such as with glyph of warding or symbol)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Erase Memory\nLevel: 9\nSchool: Enchantment\nClasses: Cleric, Wizard, Sorcerer\nCasting time: 8 Hours\nRange: Planar\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a ring with 2 gems (Emerald, Ruby, or Jet) worth at least 7,500 gp each\nDescription: Make everyone forget that time you were naked in public.\nthe effects of this spell are determined by the gems set into the ring for the material component.\nEmerald: When you have at least 2 of the gems in the ring set as Emeralds you can eradicate something you remember from the minds of all creatures of your choosing including you.\nRuby: When you have at least one of the gems in the ring set as a Ruby you can name a sentient being you have met and erase their existence from the minds of any number of creatures of your choosing. The DM can re-purpose the character in whatever way they see fit, or simply have the character discover who they are.\nJet: When you have at least one of the gems in the ring set as Jet you can erase a piece of text from the minds of everyone on your current plane, and erase it from every scroll and book as well. Once you do the texts become by-and-large jumbled in-cohesive jumble messes of words that cannot be understood except by the most deranged minds.\nOnce the effects have taken place whatever you decide your memory is also affected. Furthermore when the casting is complete you take psychic damage equal to the number of people you affected up to one point below your maximum"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Erasure\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a painter's supplies\nDescription: You can paint over others to destroy their bodies little by little, but not enough to fully make them nonexistent. Using your painter's supplies, you send a lash of negative essence at a creature within 60 feet of you as an action. It must succeed on a Constitution saving throw or take 1d4 force damage and have disadvantage on the next attack roll it makes before the end of its next turn.\nThis spell\u2019s 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: Erode Defenses\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 120 Ft. ( 20 Ft. Cube )\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: A pebble or smooth rock, consumed\nDescription: You soften the defenses for up to four creatures of your choice in a 20 foot cube within range. Each target must succeed on a constitution saving throw. On a successful save, nothing happens. On a failed save, the target takes a -2 penalty to AC, and gains a weakness to the last damage type dealt to it.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the AC penalty increases by -1 per spell slot level. (e. g. A 5th level spell slot would have an AC penalty of -4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Erratic Bolt\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A wild and unstable bolt of electricity arcs from your fingertips towards a creature of your choice in range. Roll two d20s\u2014you immediately take self-inflicted lighting damage equal to the lower rolled number upon casting the spell. Then, make a ranged spell attack against the chosen creature. On a hit, the target takes lighting damage equal to the higher rolled number.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of d20s you roll increases by 1 per slot level above 1st. Discard all but the lowest and highest rolled numbers."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eruption\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a greatsword\nDescription: You begin casting this spell by holding the greatsword used as a material component overhead, wreathing it in blue fire. Your concentration on this spell persists for only as long as this weapon is held, you do not move, and you take no other actions or reactions.\nWithin the duration, you can use your reaction to plummet this greatsword into the ground, ending your concentration and causing an explosion of blue fire to erupt around you. Each creature in range must succeed on a Dexterity saving throw. On a failed save, a creature takes fire damage equal to 3d10 plus 1d10 for each turn you spent concentrating on this spell after the first.\nThe radius increases by 5 feet for each turn you spent concentrating on this spell after the first, to a maximum radius of 60 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eruption Counter\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Round\nComponents: S, M\nMaterial cost: A melee weapon worth at least 1 sp\nDescription: You ready your weapon as it glows with fiery power. The next time a creature makes an attack against you, roll 3d10. If you roll higher, their attack fails, and if you are within 5 feet of them, you can make an attack against them with the weapon used as a component. On a hit, it deals an extra 1d10 damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an extra 1d10 for both the counter and the damage for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eruption, Grisaire Supplement\nLevel: 2\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a shard of volcanic glass\nDescription: Explosive power coalesces into a fragment of volcanic glass within your fingers, preparing to erupt with the force of a volcano. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 fire damage. Hit or miss, the shard then explodes with volcanic energy. The target and each creature within a 15 foot cone must succeed on a Dexterity saving throw or take 3d6 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the explosion's damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Essence of the Elements\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 1000 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You conjure an explosion made of the pure essence of elemental force at a point you choose within range. Each creature in a 30-foot radius sphere centered on that area must make a Dexterity saving throw, on failed save taking 10d8+40 points of damage of a type determined by the force you choose to evoke at casting (see below), or half as much on a success\nChoose the damage type by which element you want to evoke:\nAir: Thunder damage.\nDarkness: Necrotic damage.\nEarth: Magical bludgeoning damage.\nFire: Fire damage.\nLight: Radiant damage.\nWater: Cold damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eternal Darkness\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (Pull Of Spell Is A Circle With A Radius Of 10Ft.)\nDuration: 1 Minute\nComponents: V, S\nDescription: Thrusting upward with your arcane focus conjures a dark blue gravitational void above your head that pulls in projectiles (arrows/bolts, etc.) and ranged spell attacks (only if they are casted with a spell slot level equal to or less than the spell slot level used to cast this spell). This spell cannot pull in spells that require a saving throw such as Shatter (5e Spell). This spell can pull in spells not targeted at the caster that pass through the range of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pull of the spell increases by 5ft per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eternal-Force Blizzard\nLevel: 5\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of pure water, or a shard of pure ice\nDescription: You unleash magic emulating eternal cold, solidifying the very air itself momentarily, threatening to deep-freeze even the souls of creatures caught within. Choose a point you can see on the ground within range. The air within a 25-foot cube originating from that point then suddenly sublimates and freezes solid due to the instantaneous drop in temperature. Each creature inside the area must make a Constitution saving throw. A creature takes 6d8 cold damage and is paralyzed for 1 minute on a failed save, or takes half as much damage and isn't paralyzed on a successful one. A creature paralyzed by this spell can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.\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: Ethereal Forge\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Paladin, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Up To 8 Hours\nComponents: V, S\nDescription: You tease raw spellstuff from the weave into the shape of a weapon of your choosing.[1] This weapon is identical to an ordinary nonmagical weapon.\nA weapon conjured by this spell disappears when the spell ends, or when you dismiss it. You can dismiss a weapon created with this spell at any time.\n\nAt Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the conjured weapon becomes magical and gains a +1 bonus to attack and damage rolls. This damage bonus increases by +1 again for every two slot levels above 1st: +1 (3rd), +2 (5th), +3 (7th), and +4 (9th)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ethereal Hunter\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 10 Minutes\nComponents: S, M\nMaterial cost: A glass or gemstone worth at least 1 gp\nDescription: For the duration of this spell, you gain the ability to see creatures and objects on the ethereal plane to a distance of 60ft.\nIn addition, you deal 1d6 extra damage when attacking creatures on the ethereal plane for the spell's duration.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum range of the ethereal vision increases by 15ft for every level above 2nd. The extra damage of this spell also increases by 1d4 for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ethereal Wisps\nLevel: 3\nSchool: Conjuration\nClasses: Wizard\nCasting time: Instantaneous\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You summon three Ethereal Wisps from the Ethereal Plane that float around you. While surrounding you, you get a +1 to A/C per wisp and immunity to ranged attacks. As an action, you can grab one wisp and throw it 30 feet at a target you can see. On a hit, the wisp sticks to the target, dealing 3d8 damage for three turns or a dispel magic spell or similar magic is cast on it. Afterward it disappears."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Etzel\u2019s Bolstering Bands\nLevel: 1\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 8 Hours\nComponents: V, M\nMaterial cost: a small piece of bone wrapped in metal wire\nDescription: An invisible brace made up of thin filaments of force appears against your skin, strengthening your bones. Until the spell ends, damage you take from falling is reduced by 10, you gain a +1 bonus to Constitution saving throws, and your base AC becomes 11 + your Dexterity modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Evergreen Army\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Hour\nRange: Self\nDuration: Concentration, Up To 24 Hours\nComponents: V, S, M\nMaterial cost: an emerald worth at least 5,000 gp, up to a maximum of four, which the spell consumes\nDescription: A druid\u2019s greatest power is to command the forest itself. No other spell proves the truth of this in as direct a manner. When you finish casting this spell, you enter a deep trance that leaves you completely exposed, in this trance you automatically fail any Dexterity saving throws. While in this trance, you call upon the magic of the forest itself, causing the oldest trees in a 1,000 foot radius to be transformed into treants that you roll initiative for and control each of them. You can summon ten treant this way for every emerald you utilize. All of their sight is interlinked with your and can be peered through at any time to create a network of vision that appears like monitors on a security camera set up.\nIf you take any action other than continuing to concentrate on this spell, the spell ends immediately and the trees and plants set down roots wherever they may be currently located"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Everlasting Poison\nLevel: 7\nSchool: Evocation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Indefinite\nComponents: V, S, M\nMaterial cost: a wyvern's tooth, consumed by the spell\nDescription: You jab the tooth into your body, as it disintegrates into your blood stream, as you then make a magical jab at your target. Make a melee spell attack against the target. On a hit, they take 3d6 poison damage, and the poison is transferred to them. If you miss, or they take no damage, you instead take the damage and become the new target of the spell.\nAt the start of the target's turn, they must make a Constitution saving throw. Regardless of whether they succeed or fail, they then take 3d6 poison damage. Until the target succeeds three different times, the spell does not end. The spell can be forced to end by a healing spell of one level higher than this spell was cast at, the wish spell, or similar effects.\nAt Higher Levels. When cast at 9th level, a target has disadvantage on the saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eversion\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Ft.\nDuration: Concentration, 30 Second Or Up To 5 Rounds.\nComponents: V, S, M\nMaterial cost: a humanoid skull, which the spell consumes\nDescription: With a single gesture, you turn the enemy inside out.\nWhen you cast the spell on a living target, it is forced to make a Constitution saving throw. On a failed save, the target take 6d12 necrotic damage and looses half of its speed. On a successful save it takes half damage and its speed is reduced by 25%.\nEach round you maintain concentration on this spell, you force the target to take additional Constitution saving throws:\nRound 2. On a failed save, you deal 6d12 necrotic damage to the target, and its speed is reduced to 0. On a successful save it takes half damage and its speed is reduced to 50% of its original total movement speed.\nRound 3. On a failed save you deal 6d12 necrotic damage to the target, and give the target a disadvantage on attack rolls. On a successful save the target takes half damage and is not disadvantaged.\nRound 4. On a failed save you deal another 6d12 necrotic damage to the target, and give the target disadvantage on ability checks and saving throws. On a successful save the target takes half damage and is disadvantaged only on saving throws.\nRound 5. On a failed save you deal 12d12 necrotic damage to the target.\nIf, when casting this spell or at anytime during its continuation, the target is already under or drops to under 100 hit points it is turned fully inside out and dies instantly unless a creature cast Wish it's next turn, where then it is at 0 HP and must make a death savings throw or become dead.\nIf the spell is used against an object, it automatically fails its save and is destroyed. All constructs are immune to this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eviscerate\nLevel: 8\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You attack the heart(s) of a creature that you can see within range. If the creature has a functioning cardiovascular system, it must make a Constitution saving throw. On a failed save, it has disadvantage on all ability checks and saving throws (except for saving throws against this spell), its speed is halved, and it takes 5d10 necrotic damage. On a successful save, it takes 5d10 necrotic damage and the spell ends.\nA creature taking necrotic damage from this spell must make a new saving throw on each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, its heart(s) are bloodily out from its body, killing it instantly. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Excarnate Corpse\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a bare human fingerbone\nDescription: You point at a corpse of a Medium or smaller humanoid or beast within range. Instantly, the flesh, muscle, and organs are stripped messily from the corpse's bones, leaving a perfectly clean skeleton behind.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can excarnate twice the number of corpses or a corpse of one size larger for each two slot levels above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Exit Beam\nLevel: 0\nSchool: Divination\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You hold forth your open palm and utter the word \"Exit,\" appealing to the higher powers that be that you are so hopelessly lost that you can't be bothered to find your own way out.\nWhen this spell is cast, a glowing green line will extend out along the shortest and most direct route to a location open to the sky, snaking around corners and through mazes to find a route for you. The beam sheds dim light out to a distance of 5 feet from all parts of the line.\nThis spell can get confused by structural elements such as open courtyards and holes in the ceiling, and may lead to those places instead of the real exit.\nIf the spell is unable to work out a path that can be navigated by a medium-sized creature without flying or swimming speeds, the spell fails"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Expiate\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You expel the sin from a hostile creature within range, whilst simultaneously redeeming their actions. Make a ranged spell attack against a creature within range. That creature takes 6d10 radiant damage. An aberration, fiend, monstrosity, undead, or evil-aligned creature takes an additional 2d10 damage from this spell and must make a Wisdom saving throw or become paralyzed for 1 minute. A celestial or good-aligned creature takes 2d10 less damage.\nA creature that is reduced to 0 hit points by this spell has its body disintegrated, and all sins committed in its life are forgiven, setting it to a neutral alignment, unless it is already good, allowing it a second chance in the next life.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d10 for each level above 4th level. If you cast this spell using a spell slot of 7th level or higher, the damage no longer decreases against celestials and good-aligned creatures."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Explosion of Death\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: the hand of a dead humanoid\nDescription: You unleash necromantic energy at a point within range. All creatures other than you within 30 feet of that point must make a con save against your spell save DC. On a failed save a creature takes 6d8 necrotic damage. Zombies automatically fails the save. If there are any large or smaller corpses within 30 feet of the spell after creatures have taken damage all the corpses rises as Zombies. You control the zombies fo the duration. If a zombie would take damage from this spell it instead gains temporary hit points equal to the damage taken and if you didnt allready control it it is now under your controll for the duration if it was large or smaller. \nHere is a link to a Zombie template\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher The damage of the spell increases by 2d8 per slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Explosion, Variant\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A massive explosion erupts from a point you choose within range, emitting a thunderous boom audible up to 1,000 feet away. Each creature in a 60-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table, and if it is no larger than Huge size it is also pushed 20 feet away from the point and knocked prone. On a successful save, a creature takes half as much damage, is pushed 10 feet away from the point (if it is no larger than Huge size), and isn't knocked prone. The distance a creature is pushed is reduced by 10 feet if is 31 or more feet away from the origin of this spell. Unsecured objects of Huge size or smaller are automatically pushed 20 feet away from the origin of this spell, or 10 feet away if 31 or more feet away from the origin of this spell; Flammable objects within the area of this spell that aren't being worn or carried are also ignited.\n\n\nDistance from Origin\n\nDamage\n\n\n20 ft. away or closer\n6d6 fire damage + 6d6 force damage + 6d6 thunder damage\n\n\n21 to 40 ft. away\n5d6 fire damage + 5d6 force damage + 5d6 thunder damage\n\n\n41 or more feet. away\n4d6 fire damage + 4d6 force damage + 4d6 thunder damage\nAdditionally, a creature which takes damage from this spell must also Constitution saving throw, which is made at advantage if a creature is 31 or more feet away from the origin of this spell. On a failed Constitution save, a creature is stunned and deafened for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer stunned or deafened."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Explosive Arrow\nLevel: 5\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minute\nComponents: V, S\nDescription: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 6d6 fire damage. In addition, each creature (excluding the initial target) within a 20ft radius of the target must make a Dexterity saving throw. On a failed save, targets take 3d6 fire damage or half as much on a successful save. The spell's magic ends on the piece of ammunition when it hits or missed, and the spell ends when eight pieces of ammunition have been drawn from the quiver"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Explosive Frog\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Something from a swamp/bog/fen; such as flowers, swamp water, or part of a frog\nDescription: A frog constructed from magic appears at the casting location. It looks identical to an ordinary frog, and uses the statistics of a frog, but its true nature can only be seen with truesight or magic detection. On each of your turns, you can use a bonus action to command the frog to perform its various actions. You perceive all things the frog can perceive.\nAs a bonus action, or when the frog perishes, you can command the frog to explode. It rapidly inflates like a balloon before bursting, excreting magical toxins in all directions. All creatures within a 15-foot radius must make a Dexterity saving throw, taking 3d6 bludgeoning and 3d6 poison damage and becoming poisoned on a failed save, or taking half as much and not becoming poisoned on a success. A creature poisoned in this way can make a con saving throw at the beginning of each of its turns to end the effect.\nIf you drop concentration on this spell, the frog vanishes without exploding and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 bludgeoning or 1d6 poison damage for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Explosive Ghostflame\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: 1 Minute (Ghostflame Trails)\nComponents: V, S\nDescription: Slamming your arcane focus into the ground calls forth a spherical explosion of ghostflame with a radius of 10ft. Every creature in the radius of the explosion must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage plus 1d8 necrotic damage, on a successful save, the target takes half. The remnants of the explosion are ghostflame trails extending 20ft in every direction (6 trails) that when stepped on, the target takes 1d4 cold damage plus 1d4 necrotic damage and if a creature ends their turn in one of the trails, they take this damage again.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial explosion increases by 1d6 cold damage and 1d8 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Expose\nLevel: 3\nSchool: Divination\nClasses: Artificer, Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You choose a target creature within range and use your magic to bring to light its weaknesses. For 1 minute, or until you lose concentration, all attack rolls against the target creature require a minimum roll of 1 less to critically hit. For example, a creature that would normally require a roll of 20 to critically hit would only need a roll of 19 or 20 to critically hit the chosen target while this spell is in effect.\nAt Higher Levels. The minimum roll required to critically hit is reduced by a further 1 when cast at 6th spell slot level (2 less), and 9th spell slot level (3 less)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Exsanguinate\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You point your hand at a creature within range and attempt to drain it of its vital fluid. The target must make a Constitution saving throw.\nOn a failed save, the target has their blood drained from their body taking 2d10 necrotic damage and must repeat the save on each of your turns for the duration.\nOn a successful save, the target takes half as much damage and the spell ends. The spell also ends if the target is ever outside the spell\u2019s range or if it has total cover from you. \nIf the target drops to 0 hit points before this spell ends, you can use your action on a subsequent turn of yours to drain a new creature.\nIf a creature does not have blood nor ichor, this spell has no effect on them.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Extended Stasis\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Artificer, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Up To 30 Days\nComponents: V, S, M\nMaterial cost: A specialized timepiece worth at least 100 gp\nDescription: You perform a ritual on a creature, and, if it is unconscious or willing, stop it in time for a specified duration up to 30 days. If the creature is unwilling, it must pass a Charisma saving throw to be unaffected by the spell.\nWhen a creature is placed in stasis, it is effectively petrified with the exact same characteristics, velocity, damage, etc. as before it was stopped in time. All damage, energy, spells, magic, etc. inflicted on a creature stopped with Extended Stasis is absorbed and dissipated."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Extra\nLevel: 6\nSchool: Transmutation\nClasses: Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: When you cast this spell as an action, your turn ends.\nDuring your next turn, your speed doubles, you can take one extra action, and you can take one extra bonus action.\nOnce you cast this spell, you cannot be affected by it for 1 minute. For the duration of this minute, all attack rolls against you have advantage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Extrasensory Strike\nLevel: 7\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (30-Foot-Radius Sphere)\nDuration: Instantaneous\nComponents: S\nDescription: You assail the minds of numerous foes and assault their senses. You gain truesight out to a range of 30 feet until the end of this turn, and each creature of your choice that you can see within range must make an Intelligence saving throw. On a failed save, a creature takes 10d8 psychic damage and becomes blinded for 1 hour; on a success, it takes half as much damage and doesn't become blinded.\nAt the end of every minute, a creature blinded by this spell can make another Constitution saving throw. On a successful save, it is no longer blinded."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eye of the Storm\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (500 Foot Radius)\nDuration: 3 Rounds\nComponents: V, S, M\nMaterial cost: A diamond encased in glass worth at least 5,000 gp, which the spell consumes\nDescription: You stand in the center of a blizzard of your own making, wreaking havoc among your foes.\nYou summon a blizzard in a 500 foot radius around yourself. You may choose any sections in that area to not be affected by the blizzard (You can use this to not affect friendly creatures).\nEach creature in the blizzard must make a constitution save. Creatures that are flying have disadvantage on this save. Any creature that fails the save is knocked prone, takes 10d10 cold damage, and is incapacitated for the duration of the spell. Any creature that passes the save is not knocked prone, takes 5d10 cold damage, and its movement speed is reduced to 5.\nAt the beginning of the second round of the blizzard, all creatures must make another constitution throw, with flying creatures suffering disadvantage. Any creature that fails this second constitution save in addition to the first one takes 10d10 cold damage, becomes unconscious, and you can move it in any direction up to 50 feet. Any creature that fails this constitution save, after passing the first constitution save, suffers the same effects as though it had just failed the first saving throw. Any creature that succeeds in addition to succeeding the first save takes 5d10 more cold damage.\nAt the beginning of the third round of the blizzard, all creatures must make a third saving throw, and flying creatures have disadvantage on it. Any creature that fails after having failed the first two constitution saves takes 10d10 cold damage, then, if it is still alive, it becomes petrified, turning into an ice statue that cannot melt. Any creature fails after having failed one save and succeeded one save suffers the same effects as if had just failed the second save after failing the first save. Any creature that fails after succeeding the first two saves suffers the same effects as if it had just failed the first save.\nDuring the round after the blizzard ends, creatures regain their original movement speed, although all areas affected by the blizzard become difficult terrain for 1d4 days due to massive amounts of snow on the ground. The following turn, all unconscious creatures will become conscious.\nAll creatures affected by the blizzard but having succeeded in passing all the constitution saves will have vulnerability to fire damage for 1d4 hours, those who were affected by the blizzard but having failed one of the saving throws will have vulnerability to fire for 1d6 hours, and those who were affected by the blizzard and failed 2 saving throws will have vulnerability to fire for 2d4 hours.\nWhen you use this spell, after taking the action to initiate it, you may not take any other actions whatsoever during the three turns the blizzard is in existence.\nAny boulders in the area of the blizzard with dimensions 5x5x5 through 30x30x30 feet are moved a number of feet determined by this equation, -5x+160, where x is the average between the boulder's height length and width (rounded down), directly away from you. Any creature hit by one of these boulders takes x/3 (rounded down) d6 damage (Again, x is the average between the boulder's height length and width [rounded down]). Any trees that are in the area of the blizzard that have a length and width of less than 10x10 feet are also knocked down directly away from you. Any creature hit by a falling tree takes 2y d6 damage, where y is the average length and width of the tree. Roll a d6 with the appropriate modifiers on the following table to determine any structural damage to any buildings that are in the area of effect of the blizzard.\nBuilding Made of Wood: +2\nDefensive Structure (Keep, Castle, etc.): -2\nHit by Boulder or Tree: +1 Each\n1-:Relatively Unscathed; Very Minor Damage\n2 :Slightly Damaged; Doors/Windows Blown In\n3 :1/2 Unlikely to Collapse (roll d100 - 1/2 Crumbles on 70-100)\n4 :1/2 Likely to Collapse (roll d100 - 1/2 Crumbles on 40-100)\n5 :All Likely to Collapse (roll d100 - All Crumbles on 40-100)\n6+:Completely Destroyed; Only Some Debris Lef"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eye of the Storm (Cataegis Cantrip)\nLevel: 0\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Until The End Of Your Next Round\nComponents: V, S, M\nMaterial cost: a small, unattached seed object, which the spell will break\nDescription: You create a whirlwind cylinder around a small, unattached object within range. Inside the whirlwind is a safe area: any mist, wind, smoke, rain, snow clear from inside the cylinder and the temperature is pleasant. \nA large or smaller creature that enters or starts its turn in the whirlwind must make a Strength saving throw or be pushed 10ft in the direction that the whirlwind is spinning. Any gases, smoke or objects not held or carried up to 5lbs, are also pushed this way. \nIf a creature fails a weapon attack roll that passes through the whirlwind or while in the whirlwind, the weapon/projectile is yanked and thrown 10ft in the direction that the whirlwind is spinning. \nThe effect can be temporarily suppressed by covering the object completely. The effect lasts until the end of your next round, upon which the seed object breaks with a loud crack, and can't be used again for this spell.\nAt Higher Levels. At 5th level you can choose expand the safe area radius by 5ft (surrounded at 10ft distance by the whirlwind), at 11th by 10 and at 17th by 15ft.\nThe spell was designed by spellcasters form Cataegis, the Tiefling sky city. Discuss with your GM how you might know this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eyes of Fate\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: After requesting assistance from the Lady of Fate, you temporarily have access to the deepest intentions and desires of all the people in this world.\nFor the duration of the spell, you have advantage on Wisdom (Insight) checks"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eyes of Time\nLevel: 6\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: After requesting assistance from the Lord of Time you temporarily have access to the knowledge of the entire history of this world.\nFor the duration of the spell you can accurately recall any fact from the world\u2019s history and make Intelligence (History) checks with advantage, if you fail a history check while using this you know the very basics of whatever you were attempting your history check on"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: F-Bomb\nLevel: 4\nSchool: Conjuration\nClasses: Artificer\nCasting time: 1 Action\nRange: 40 Feet Of A Construct You Command\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: chilled thermite, steel wool, and spoiled leftovers\nDescription: You pinpoint a location that you can see and that is within 40 feet of a construct you command. The next time you command that construct this turn, that construct launches or drops a cylindrical bomb that is 1-foot-in-diameter. The bomb explodes in a 20-foot-radius sphere when it impacts the ground.\nRoll 4d12. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes that much damage, or half as much on a successful save. For each creature that was damaged, determine the damage type and any additional effects by consulting the table below.\n\n\nResult\nType\nAdditional Effects\n\n\n4 - 15\nFire\nFire Bomb - The fire spreads around corners and ignites creatures and flammable objects in the area that aren't being worn or carried. At the end of each ignited creature\u2019s turn, that creature takes 10 (4d4) fire damage, or half that damage if it uses its action to extinguish the flames.\n\n\n16 - 26\nCold\nFreeze Bomb - A wave of liquid freezogen impacts all creatures in the area. Each creature must succeed a Constitution saving throw or be paralyzed until the end of its next turn or until it is damaged. On a successful save, the creature is restrained until the end of its next turn.\n\n\n27 - 37\nLightning\nFulgur Bomb - A flash of bright lightning blinds creatures in the area. Each creature must succeed a Constitution saving throw or be blinded until the end of its next turn.\n\n\n38 - 48\nPoison\nFungus Bomb - A cloud of fungal spores spreads rapidly through the area. Each creature must succeed a Wisdom saving throw or be frightened of creatures it is hostile to until the end of its next turn.\n\n\n49 - 60\nForce\nFrog Bomb - A fog of polymorphic mist changes all dust motes in the area into frogs. Each creature must succeed a Strength saving throw or be overwhelmed and knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 1d12."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fade\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Damaged\nRange: Self\nDuration: 1 Round\nComponents: S\nDescription: Immediately after taking damage, you fade from view and become harder to hit and locate. You and everything you are wearing or carrying becomes invisible until the end of your next turn. The spell ends early if you attack, deal damage, or force someone to make a saving throw.\nAt Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you remain invisible for the duration even if you attack, deal damage, or force a saving throw"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Faerie Glitter\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Druid, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You hurl a mote of sparkling energy at a creature within range. Make a ranged spell attack against the target. On a hit, it becomes outlined by a colored glow for the duration. While outlined in this way, a creature emits dim light in a 5-foot radius, has disadvantage on Dexterity (Stealth) checks, and can't benefit from being invisible.\nYou may throw more than one mote when you reach higher levels: two motes at 5th level, three motes at 11th level, and four motes at 17th level. When you do so, you can't target a creature with more than one mote."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Faithful Dead\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: Touch one creature who has been dead no longer than an hour. They immediately return to life with 1 hitpoint.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2013its head, for instance\u2013the spell automatically fails.\nAfter this spell ends, their soul passes on completely. They die again, and cannot be revived any more, except by divine intervention, the wish spell, or similar effects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fall Control\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: an old shoe worth at least 1 sp\nDescription: You enchant the feet of yourself and any number of creatures you see within range with deep blue mist. While a creature is under the effects of this spell, it is immune to any and all damage suffered from falling, landing harmlessly with a soundless blue poof. This spell doesn't change how quickly or slowly an affected creature falls."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fallen Marionette\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: Choose a corpse of a Medium or Small humanoid filled with blood within range. The corpse is considered a magical object, has an AC equal to your spellcasting ability and hit points equal 10 + your spellcasting ability.\nOn your turn, without using an action, you can command the puppet to move up to 30 feet. As a bonus action in each turn, you can cause the puppet to make an attack. The puppet uses your spell attack bonus to attack, and causes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If the corpse was holding a weapon, or had a natural weapon, you can use its damage die instead, if it is higher.\nA puppet reduced to 0 hit points can't be reanimated by this spell again.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can reanimate a Large corpse. A spell slot of 6th or 7th level reanimates a Huge corpse. A spell slot of 9th level reanimates a Gargantuan corpse."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fallen Meteor\nLevel: 5\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of rock from an earth elemental or an ember from a fire elemental\nDescription: A bright streak of light appears in the sky: a meteorite heated to incandescence in the atmosphere, which you direct to a point within range. Each creature in a 30-foot-radius sphere centered on the point of impact must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage plus 4d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 5 feet for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Ballad\nLevel: 3\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You perform an extraneous melody laced with subtle enchantments within a 30-foot radius around you. Creatures of your choice in that radius must make a Wisdom saving throw or be charmed by you. While charmed by this spell, the affected creatures will continue to act as normal until the spell ends, in which they would have no recollection of the events that happened within the spell's duration.\nCreatures immune to being charmed aren\u2019t affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Blade\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a memento of someone you care deeply about\nDescription: You give your attacks the blessing of safety. For the duration of this spell, whenever a creature would suffer injuries from an attack you inflicted, it appears as superficial grazes and headaches. In addition, until the duration ends, if you or a spell you cast reduces a creature to 0 hit points, it will fall unconscious and become stable without dying. If a creature would be killed instantly by you or a spell you cast, it instead drops to 0 hit points, falls unconscious, and becomes stable.\nThis spell does not offer protection from indirect damage sources, such as falling, traps, or other creatures' attacks, even if you cause them. It also does not affect spells cast or attacks made at a distance of farther than 120 feet. Finally, cursed items you wield are unaffected by this spell, so any damage or harmful effects those items cause may still occur normally and be lethal.\nAt Higher Levels. If you cast this spell with a spell slot of 2nd level, this spell can affect a willing creature you touch when casting the spell. If cast using a spell slot of 3rd level or higher, you can affect one additional willing creature for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Death\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a vial of poison or a symbol of a Death Deity\nDescription: One living, willing creature you can see within range that has current hit points equal to or less than your spellcasting modifier has their hit points lowered to 0. This spell cannot affect a creature that has less than 1 hit point. The target appears as a corpse but is stable. The affected creature can hear everything within 30 feet of it, can feel vibrations within 5 feet of it, but cannot see. At the end of the affected target's turn, it can make a Constitution saving throw to awaken itself. You can end the spell early at any time (no action required), which will also awaken the affected creature. Once awoken, the creature regains 1 hit point"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Tracks\nLevel: 1\nSchool: Illusion\nClasses: Ranger, Druid\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: For the duration of this spell, your footprints are those of a normal animal of your choice. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur. Dropped objects do not change their appearance. When the spell ends, your footprints and snagged clothing change resume their normal appearance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Vision\nLevel: 4\nSchool: Illusion\nClasses: Bard, Wizard, Ranger\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: the ground dust of an emerald worth at least 100 gp, which the spell consumes\nDescription: Cast upon becoming aware that you or something else within 30 feet of you are being magically spied upon, you create an illusory image or thoughts that will be detected instead. At the same time, you and everything else of your choice that is within that radius become invisible to the scrying method. This spell cannot be cast preemptively; it only functions after a divination spell has been cast on you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fantastic Arcane Contraption\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a sprocket\nDescription: You conjure a bizarre-looking contraption in an unoccupied space within range. The contraption is under your control, and as a bonus action you can mentally command it if is within 500 feet of you. You decide what action the contraption will take and where it will move during its next turn, or you can issue a general command, such as to cut down a group of trees or construct a particular building. If you issue no commands, the contraption only defends itself against hostile creatures. Once given an order, the contraption continues to follow it until its task is complete. The contraption can do the work of 100 unskilled laborers unsupervised, or it can do the work of 100 skilled laborers given constant supervision.\nThe contraption is a Huge construct with AC 10 and 120 hit points. Its Strength is 22, its Dexterity score is 10, its Constitution is 14, its Charisma is 1, and its Intelligence and Wisdom scores are 1. It has a land speed of 60 feet, a fly speed of 60 feet, a swim speed of 60 feet, and a burrow speed of 60 feet with which it can tunnel through rock or stone. It has blindsight with a radius of 60 feet and is blind beyond that distance. When the duration ends or the contraption drops to 0 hit points, it disappears and the spell ends.\nIf you command the contraption to attack, it can make a single melee attack against a creature or object within 5 feet of it. It makes a slam attack with an attack bonus of +8, dealing 19 (2d12+6) bludgeoning or slashing damage on a hit. The contraption's slam attack deals double damage against objects and structures"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Far Jaunt\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Unlimited\nDuration: Instantaneous\nComponents: V, S\nDescription: You teleport to an unoccupied space that you can see. (You cannot teleport to a space you cannot see.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Farron Dart\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action Or 1 Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You hurl a tiny projection of bluish-white energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d2 + 1 force damage.\nFarron Dart has an extremely quick casting time. You may cast this spell an arbitrary number of times in one turn, provided that you have the actions to do so.\nThis spell summons more darts at higher levels. The number of darts increases by one when you reach 5th level (2), 9th level (3), 13th level (4), and 17th level (5)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Farsee\nLevel: 2\nSchool: Divination\nClasses: Wizard\nCasting time: 1 Hour Ritual\nRange: Self\nDuration: 12 Hours\nComponents: V, S, M\nDescription: Foretell the results of an event within a 12 hour period. Roll a D20 and record the number rolled.\nAt any point before the spell expires, you may declare that you will use this number to replace any attack, saving throw, or ability check that you, or a creature within 30ft of you that you can see, makes. This must be done before the roll is made.\nOnce a foretold roll is used to replace another roll, or the spell reaches the end of its duration, it is consumed and cannot be used again.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an extra dice and record the result. You can now use and replace 2 future dice rolls"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fast Reading\nLevel: 1\nSchool: Enchantment (Ritual)\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 2 Hours\nComponents: V, S\nDescription: This spell enhances the speed at which you read to supernatural levels. For every 30 minutes that you read you can finish a large book. For the purpose of magical items such as the Manual of Quickness of action and similar effects, the duration to read these are cut in half, only if you read the entire thing under this spell's effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Faust's Card Flourish\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self, 30 Feet\nDuration: Varies\nComponents: S, M\nMaterial cost: a deck of cards\nDescription: You perform a flourish with 4 cards drawn from your deck and pick one, roll 1d4 to decide the card's suit and spell effect and then 1d10 to decide the effect's intensity.\nThe cards remain enchanted for the round, they dissipate and return to the deck once used. Optionally, if your DM allows, you can choose to use real playing cards, make a deck containing the cards 1 (Ace) through 10 of each suit and shuffle it each turn.\nHearts\nYou draw the heart, imbuing your card with vitality, you can touch a creature or yourself with this card and gain 1d10 temporary hit points until the end of their next turn. The dice increases by 1d10 at 5th level (2d10), at 11th level (3d10), and at 17th level (4d10).\nSpades\nYou draw the spade, sharpening your card to a deadly edge, you can make a ranged spell attack roll against a creature you can see within range, the card deals 1d10 slashing damage. At 5th level the card multiplies (2 cards), allowing you to target another creature or the same, it multiplies further at 11th level (3 cards), and at 17th level (4 cards).\nDiamonds\nYou draw the diamond, you lift the card up in front of you and your AC increases by +1 for 1d10 rounds, if you are hit with an attack roll the effect ends. At 5th level the spells effect is enhanced, granting additional AC (+2), at 11th level (+3), and at 17th level (+4).\nClubs\nYou draw the club, the cards weight increases and is imbued with a gravitational magic, you can throw it at a creature within range and force them to succeed on a Strength saving throw or be pushed back 1d10 feet. The force of the card increases by 1d10 feet at 5th level (2d10), at 11th level (3d10), and at 17th level (4d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fayne's Fiery Flagellation\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A weapon that deals slashing damage, a pinch of sulfur\nDescription: You ignite your blade and send a burning wall of fire to destroy your enemies. Each creature within a 60-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature within reach of the weapon used to cast this spell has disadvantage on this saving throw. The fire spreads around corners, and ignites flammable objects that aren't being worn or carried.\nYou can create an additional cone as an action on any turn until the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fayne's Transmuted Fire\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: you enhance your fire magic, turning the flames of your spells deep red, or even blue. your spells that deal fire damage will deal an extra 2d10 damage. additionally, you can choose one of the following effects as an additional effect:\nMagma: your attacks become magma, they obstruct your enemies. On a hit fire damage attack, the target of the attack must make a Force saving throw or be restrained for one minute and take 5d6 fire damage on a failed saving throw. the target can make the saving throw at the start of each of its turns.\n Ignition: The target ignites into intensely fluttering flames. El's target takes 2d6 fire damage at the start of each of its turns. this damage can stack up to a maximum amount equal to your spellcasting modifier. This fire can only be put out by magical means, such as a lesser restoration or similar spell.\ntoxic gases: your fire will leave a cloud of residual toxic gas, like the one that can be found in volcanoes. the gas cloud expands within 10 feet of the spell's hit zone, and any creature that enters the gas cloud must make a Constitution saving throw or be poisoned for one minute and take 3d6 fire damage. the creature affected by this gas will also take a penalty on its Strength, Dexterity, and Constitution rolls equal to half your spellcasting bonus.\n Ash: Your spells leave behind a thick cloud of ash that obscures the vision of all creatures except you. the ash cloud is 15 feet and any creature that is inside the ash cloud will be under the effects of the darkness spell. also, any creature that enters the ash cloud must make a Constitution saving throw or take 3d6 fire damage and be blinded for one minute on a failed saving throw. The creature can repeat its saving throw at the start of each of its turns."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Feather Glide\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Druid, Ranger, Wizard\nCasting time: 1 Reaction, Which You Take When You Fall\nRange: Self\nDuration: 10 Minutes\nComponents: S, M\nMaterial cost: a small feather or piece of down\nDescription: In response to falling, you conjure a spectral chicken and hang onto it for dear life in order to slow your fall. Your falling speed slows to a rate of 30 feet per round. You can also direct the chicken to glide horizontally with its wings, moving you 2 feet horizontally for every 1 foot you descend.\nIf you touch the ground before the end of the duration, you land harmlessly on your feet and take no falling damage, then spell ends.\nThe spell ends once it reaches the end of its duration, when you touch the ground, or when you let go of the spectral chicken. The chicken vanishes into thin air when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fell the Greatest Foe\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A dragon's claw or giant's fingernail\nDescription: You touch the creature, and its muscles ripple with yellow energy. Until the end of the round, the target, on a successful hit, deals an additional d6 of damage for each size category larger their opponent is.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spell's duration is increased by 1 round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fellhammer\nLevel: 1\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (10 Ft. Cube)\nDuration: Instantaneous\nComponents: S\nDescription: Your arms become a magical instrument of destruction. Choose between fire, ice, lightning, radiant, necrotic, thunder or force. You form a magical hammer over both hands, a weapon or a staff that you may use to attack. Make a melee spell attack against a target. On a hit, the target takes 1d8 of the chosen damage and is pushed 5 ft. back. Alternatively, you may choose to slam the hammer on the ground. All targets within 5 feet of you must make a dexterity saving throw. On a fail, the targets take 1d8 of the chosen damage type and are pushed 5 ft. back. After your attack, the hammer disappears.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage die increases by 1d8 and the radius increases by 5 ft. for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Feu Sans Nuit\nLevel: 0\nSchool: Evocation\nClasses: Warlock, Sorcerer\nCasting time: 1 Action\nRange: Special\nDuration: Concentration, Until Dispelled\nComponents: S\nDescription: Your mastery over the laws of existence has given you the ability to manipulate casualty through the spontaneous creation of Feu Sans Nuit, the Nightless Fire. When you cast this spell, you create a fire inside your body that deals Xd12 necrotic damage to you per round. This damage cannot be reduced in any way.\nThe fire extends in a maximum range of 10X feet in any orientation of your choice.\nCreatures that come into contact with the fire take Xd10 radiant damage or regain Xd10 hit points(your choice) every round. You may choose to instantly disintegrate any non-magical item or structure that it touches; you may choose not to disintegrate anything at all.\nX is any number you choose. The value of X is the same for all damages and effects.\nAt Higher Levels. At 10th level, you ignore resistance to radiant damage. At 20th level, you ignore immunity to radiant damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Field of Fear\nLevel: 2\nSchool: Enchantment\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60\nDuration: 1 Minute\nComponents: V, S\nDescription: You point at a location within range that you can see, and a transparent yawning void explodes to fill a sphere with a radius of 15 feet.\nAny creature that enters this area, or begins their turn within it, must make a Charisma saving throw. On a failure, the creature is frightened until the beginning of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Field of Vineyards\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Self (40-Foot Radius)\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: A pile of rose seeds, consumed by the spell\nDescription: You throw the seeds into the ground as they rapidly burst into giant twisting vines. You may make up to four melee spell attacks using the vines, each dealing 2d6 magical bludgeoning damage. While the spell is still active, you can use an action to make the attacks again.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fiend Fire\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tuft of hair and a vial of ink\nDescription: You hold out your hand and create a 60 foot line of jet-black flame, 5 feet wide. Every creature caught within this line must make a Dexterity saving throw. The fire deals 2d6 fire damage and 2d6 necrotic damage on a failed save and half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d6 fire damage and 1d6 necrotic damage for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fiendish Desecration\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 100 Ft, 20 Ft Sphere\nDuration: Instantaneous\nComponents: V, S\nDescription: You speak an unholy evocation, and black energy erupts in a 20ft sphere centered on a point that you can see. Each creature within the area that does not have an evil alignment must make a Constitution save or take 2d12 psychic damage and get knocked back 10 ft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fiery Beam\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Round\nComponents: V, S, M\nMaterial cost: A small crystal sphere or lens worth at least 25 gp\nDescription: A burning 5-foot wide beam erupts from your casting implement and lances to a point of your choice that you can see within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a success. A creature killed by this spell is burned to a crisp.\nAs a bonus action on your turn, you can move the endpoint of the beam up to 90 feet to a new point within range, making the beam pass over the entire area in between. Any creatures caught within this swathe of movement must make a Dexterity saving throw to avoid the spell's damage.\nIf you move while concentrating on this spell, the spell ends.\nAt 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: Fiery Dance\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet, 10 Feet Circle\nDuration: 1 Minute\nComponents: V, S\nDescription: You cloak yourself in flames and revolve around yourself while shooting some of the flames. Choose 3 points on a surface within range that you can see. An explosion of hot fire arises from each point. Each creature within 10 feet of the point must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one.\nThe explosions leave a burning field in a 10-foot-radius circle centered on each point for the duration of this spell behind, turning the ground in the area into difficult terrain. When 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 2d10 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fiery Disengage\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self, 5Ft\nDuration: Instantaneous\nComponents: V\nDescription: This spell can be cast as a reaction after taking damage from a melee attack. When cast, this spell propels you 5ft upwards and 5ft backwards. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d4 fire damage.\n\nThe damage for this spell increases to 2d4 at 5th level. This increases to 3d4 damage, and 10ft distance backwards at 11th level. And this increase again to 4d4 damage at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fiery Twin\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure an elemental duplicate of yourself in an unoccupied space within range. The duplicate has the same statistics as you, with the following exceptions:\nIt only has half your hit points.\nIt has none of your equipment.\nIt cannot cast spells.\nIt has resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to fire and poison damage. It is immune to exhaustion as well as to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.\nIt has vulnerability to cold and water damage.\nIts AC is equal to 10 + your Dexterity modifier + your spellcasting ability modifier.\nYour fiery twin can move through a space as narrow as 1 inch wide without squeezing. A creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, your fiery twin can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.\nAs a bonus action, you can mentally command your fiery twin if it is within 500 feet of you. You decide what action your twin will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your twin only defends itself against hostile creatures. Once given an order, your twin continues to follow it until its task is complete.\nYour fiery twin can use its action to make two touch attacks or one fire bolt attack.\nTouch: Its touch is a melee spell attack which deals 4d6 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.\nFire Bolt: Its firebolt attack is a ranged spell attack with a range of 150 feet which deals 4d10 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fighting Words\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Warlock\nCasting time: One Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A sprig of dragonstongue, a simple weapon\nDescription: A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your\nspellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon,\nand the weapon\u2019s damage die becomes a d8. The weapon also becomes magical, if it isn\u2019t already. The spell ends\nif you cast it again or if you let go of the weapon"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fimbulwinter\nLevel: 9\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: Self (5-Mile Radius)\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: a large crystal sculpted into the shape of a heart worth 500 gp, which the spell consumes\nDescription: You plunge the area within 5 miles of you into a horrible cursed winter, creating the following effects:\nWinter's Bite: The temperature plummets to arctic cold (approximately -60F), with sustained gale-force winds and 4-6 inches of snowfall every hour. The area becomes difficult terrain as well as heavily obscured, and ranged attack rolls made within it using physical projectiles such as arrows are made at disadvantage. Instead of a DC of 10, the saving throw against exhaustion from the cold weather is your spell save DC. Once the spell ends, the weather gradually returns to normal.\nSpirits of Winter: The landscape becomes haunted by spirits of winter given physical form. Every hour a creature spends outdoors in the area, roll a d20. On an 18 or higher, it is attacked by either a pack of 2d4 winter wolves or a group of 1d3 ice paraelementals. Creatures summoned by this spell are not hostile to you or your companions, but they are not under your control.\nIf you cast this spell in the same area every day for a year, the spell lasts until dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Final Gambit\nLevel: 1\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a broken spellcasting focus\nDescription: This spell can only be cast when you only have one spell slot remaining. You release a final massive bolt of energy, draining from your inner reserves. Make a ranged spell attack, dealing 4d8 necrotic damage on a hit. After casting this spell, you gain a level of exhaustion, and cannot cast any more spells until you finish a long rest.\nAt Higher Levels. When cast at 2nd level or higher, you deal 2d8 extra damage for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Final Move\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Select a creature within 30ft. of you. If the target is an ally, they regain HP equal to double your current hit points. If they are an enemy, they must make a Constitution Saving Throw. On a failure, they take damage equal to double your current HP, or half as much on a successful save. You drop to 0 HP after the spell takes effect.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you automatically stabilize upon dropping to 0 HP. If cast at 9th level, you do not fall unconscious, and instead lose 3/4 of your current HP."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Final Stroke\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You become wreathed in magical flame-like energy whose color matches that of your eyes, and you channel all of it into one blast. Make a ranged spell attack against the target. On a hit, the target takes 2d12 force damage, and you suffer half of the total damage dealt. This damage cannot reduce you to 0 hit points.\nAt Higher Levels. This spell's damage increases by 1d12 at 5th level (3d12), 11th level (4d12), and 17th level (5d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Animal Companion\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Druid, Ranger\nCasting time: 1 Hour\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 50 gp worth of rare herbs and fine food\nDescription: You summon a spirit that assumes the form of a loyal beast. Appearing in an unoccupied space within range, the spirit takes on a form of a creature of your choice with a CR of 1/4 or lower.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Dash, Disengage, or Help action. If you don\u2019t issue a command, the beast takes the Dodge action. If you fall unconscious, the beast can act on its own.\nWhen you make an attack with a weapon, you can forgo that attack to allow the beast to make a single attack using its reaction. The beast uses your Spell Attack Modifier instead of its own proficiency, and add your Wisdom modifier to its damage rolls.\nYou can\u2019t have more than one animal companion found by this spell at any time. As an action, you can release the animal, causing it to disappear permanently.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level, you can summon a beast with a CR of 1/2 or lower. If you cast it using a spell slot of 3rd level or higher, the summoned beast can have the CR of 1, plus 1 for each level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Greater Familiar\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\nDescription: You gain the service of a greater familiar, a spirit stronger than a normal familiar that takes an animal form you choose: a Bat, Cat, Flying Snake, Frog (Toad), Hawk, Lizard, Octopus, Owl, Poisonous Snake, Fish (Quipper), Rat, Raven, Sea Horse, Spider, and Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour greater familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A greater familiar cannot Attack, but can use other abilities as normal. Additionally, it gains the ability to use two cantrips and one 1st-level spell that you teach it and has an extra amount of HP equal to your spellcasting modifier. These spells can be from any one spell list and cannot deal damage. They can cast the 1st-level spell one between long rests. The spellcasting modifier they use is the one appropriate to the spell list they chose from, and they gain +2 to that ability score.\nWhen the greater familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your greater familiar is within 500 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your greater familiar's eyes what it hears until the start of your next turn, gaining the benefits of any Special senses that the familiar has. During this time, you are blind with regard to your own senses but can still feel touch. Additionally, you can choose to hear either through the greater familiar's ears or your own but are deafened to the other.\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 60 feet of you.\nYou cannot have more than one familiar at a time, including both normal and greater. If you cast this spell while you already have a familiar or greater familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you Cast a Spell with a range of self, a range of touch, or with a range equal to or less than 10 feet, your greater familiar can deliver the spell as if it had cast the spell. Your familiar must be within 120 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Lesser Dragon Familiar\nLevel: 4\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 2 Hours\nRange: 10 Feet\nDuration: Instantaneous\nYou Have Gained A Greater Understanding And Appreciation Of Your Familiar And Focused Extensive Research Into Methods Of Empowering It Further. You Gain The Following Benefits.\nComponents: V, S, M\nMaterial cost: 50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\nDescription: You gain the services of a familiar, a spirit that takes an form of a Pseudodragon or a faerie dragon that has its stat block already, appearing in an unoccupied space within range. Its size is Small instead of Tiny. Your familiar acts independently of you, but it always obeys your commands (no action required). In Combat, it rolls its own Initiative and acts on its own turn. A familiar can make Actions as normal. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses. When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhen you cast this spell you can select 1 type of damage: Fire, Cold, Lightning, Necrotic, Radiant. Your Pseudodragon/faery dragon will gain resistance to the selected type, and gains a special attack: Psuedo Breath (Recharge 3-6): the familiar exhales the selected type in a 30 feet line 5 feet wide. Each creature within this line makes a DC 15 Dexterity Saving Throw, taking 2d6 (8) of the selected damage on a failed save, or no damage on a successful save"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Memory\nLevel: 1\nSchool: Enchantment\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a copper piece\nDescription: You regress into your own mind and look in your past, allowing you to treat a roll of 9 or lower on the d20 die for all Intelligence checks to be treated as a 10.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the value that lower rolls are treated as increases by 1 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Omega\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 4 Hours\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 500 GP worth of fine incense, powdered opal, and a pinch of salt, all burned within a jewel-encrusted brazier worth at least 2,500 GP\nDescription: You gain the service of an Omega, a spirit that takes on an animal form that you choose: Brown Bear, Dire Wolf, Giant Eagle, Giant Octopus, Giant Spider, Lion or Tiger. Appearing in an unoccupied space within range, the Omega has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour Omega acts independently of you but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. An Omega can attack and act normally on its own turn.\nWhen your Omega is reduced to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your Omega is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Omega's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Omega has. During this time, you are deaf and blind with regard to your own senses.\nAs an action, you can temporarily dismiss your Omega. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one Omega at a time, and you may not have a familiar if you have an Omega. If you cast this spell while you already have an Omega or a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Omega or familiar transforms into the chosen creature.\nWhile your Omega is within 500 feet of you, if you cast any spell with a range of \"Self\", you may choose to also target your Omega with the spell.\nFinally, when you cast a spell that targets only one creature, your Omega can deliver the spell as if it had cast the spell. Your Omega must be within 500 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Pack of Familiars\nLevel: 3\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Hour\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 50 gp worth of charcoal, incense, and herbs that must be consumed by fire in 5 different brass braziers\nDescription: You gain the service of a number of familiars, spirits that take the form of a beast of CR 1/2 or below, appearing in an unoccupied space within range, the familiars have the Statistics of the chosen forms and are considered your choice of Fey, Fiend, or Celestial. You may have any number of familiars summoned where the collective CR of all forms added together is equal to CR 1/2 or less, with CR 0 creatures counting as CR 1/8th instead.\nYour familiars act independently of you, but they always obey your commands. In Combat, they all roll for their own initiative and act on their own turns. Your familiars can attack and take other actions as normal. You can order them as a whole group as an action, or a singular familiar as a bonus action, and they will act upon the last order given to them, or defend themselves if attacked.\nWhen any of your familiars drop to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nAs an action, you can temporarily dismiss all of your familiars, so long as all of them are within 30 ft of you. They disappears into a pocket dimension where they all await your summons. Alternatively, you can dismiss them forever. As an action while they are temporarily dismissed, you can cause them to reappear in any unoccupied spaces within 30 feet of you. The familiars may not act for 1 minute after summoning them back.\nIf you cast this spell while you already have at least one familiar from this spell, you cause it to adopt a new form, chosen as specified above. Your familiar then transforms into the chosen creature. You may do this all at once for any number of them, selecting different forms so long as the CR total remains the same. If you cast this spell another time you may instead cause to appear (and/or disappear) a number of familiars whose CRs, along with any currently summoned, add up to the spells total CR.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total CR of all summoned creatures increases by 1/2 for each level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Person\nLevel: 2\nSchool: Divination\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nDescription: When you cast this spell, a luminous green hand forms and points to a target you specify. The target must be someone you know well be it good or bad, you don't need to remember them for this spell to function. If you are within 30 feet of the target of your spell the hand will form and fade as an outline surrounds the target. An unwilling target may make a Wisdom saving throw, being unaffected by the spell on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the spells range increases by 30 feet for each level until using a 5th level spell slot. Using a 5th level spell slot, this spell's range increases to 300 feet and the spell range increases by 60 feet for each level until using a 9th level spell slot. Using a 9th level spell slot, this spell's range increases to 1 mile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Finger Gun\nLevel: 0\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: When casting this spell, you make a finger gun with pointer finger and maybe a thumb to look fancy. You fire a small beam of magic energy towards one object or creature within range that you can see; make a ranged spell attack against your target. On a hit, the target takes 1d8 force damage.\nThis 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: Finger of Chaos\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: any kind of ring\nDescription: You point your finger at a target in range and black flames emerge from the ground. The target must make a Constitution saving throw. On a failed save, the caster rolls a 1d10 and forces the target to take 2d8 damage of the type rolled, according to the table.\n1 - Acid\n2 - Cold\n3 - Fire\n4 - Force\n5 - Lightning\n6 - Necrotic\n7 - Poison\n8 - Psychic\n9 - Radiant\n10 - Thunder\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fingers of the Necromancer\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A bone finger\nDescription: Rays of necrotic energy shoot from your fingers, withering anything you shoot. Make a ranged spell against a creature. On impact, you deal 1d10 Necrotic damage per ray. If you impact a plant or a non-living object, it burns in black fire, withering without stop.\n\nIf you wish to, you can instead deal only 1d4 on impact, and the creature must make a constitution saving throw. On fail, the creature has a disadvantage on his next attack. On success, nothing happens. Even if more than one ray impacts the same creature, it doesn\u2019t make more than one saving throw.\n\nNote that this cantrip is stronger than usual. Talk with your DM if you wish to use this.\nAt Higher Levels. The number of rays shoot increases when you reach level 4 (2 rays), level 8 (3 rays), level 12 (4 rays), level 16 (5 rays) and level 19 (6 rays)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Finnegan's Forceful Fusillade\nLevel: 3\nSchool: Evocation\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a barrage of arcane lances, and send them forth to strike your enemies. When you cast this spell, and as an action on subsequent turns, you generate and fire a massive bolt of arcana toward an enemy within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Firaga IV\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A blast of intense flame explodes in a sphere. Make a ranged spell attack against each creature in a 20-foot-radius sphere centred on a point of your choosing. Each target takes 7d6 fire damage and begins burning. Creatures on fire take 1d6 fire damage at the start of each of its turns. A creature may make Constitution saving throws for this effect at the end of each of its turns, ending the effect on itself on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Covenant\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a small knife, which you cut your finger with as part of the casting process\nDescription: You tap into your life force and draw it out to burn your enemies' souls. As you cast this spell, choose a number. You take necrotic damage equal to the chosen number, which bypasses resistance and immunity to necrotic damage. Then, choose any number of creatures within range. Each creature takes fire damage equal to twice the chosen number divided by the number of creatures chosen this way."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Dragon's Wing Attack\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 15 Ft\nDuration: Instantaneous\nComponents: S\nDescription: You create wings of flame and sweep two nearby enemies. Choose two targets within range. The targets must make a Dexterity saving throw, or take 1d10 fire damage on a hit. You can then fly up to 15 feet without provoking opportunity attacks. This flight is just short burst; you fall if you end your turn in the air and nothing else is holding you aloft.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire 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: Fire Enchantment\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a ruby worth 500 gp, which the spell consumes\nDescription: A nonmagical weapon you touch becomes a magical flaming weapon. Until the enchantment is dispelled, that weapon becomes magical, and gains the following benefits:\nAttack and damage rolls made with the weapon gain a +1 bonus.\nThe weapon deals an additional 2d6 fire damage on a hit.\nWhenever this weapon is used to land a critical hit, it erupts with fire, dealing an additional 2d10 damage to the target.\nThe weapon is permanently enwreathed in flames. The flames shed bright light in a 30-foot radius, and dim light for an additional 30 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Flow\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (100-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: A stroke of flowing fire forming a line 100 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d12 fire damage and becomes ignited. On a successful save, a creature takes half damage and isn't ignited. A creature that is ignited by this spell takes 2d12 fire damage at the end of each of its turns.\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: Fire Orb\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a very large mote of fire at a creature or object within range. Make a ranged spell attack against the target, dealing 4d6 fire damage on a hit. Hit or miss, each other creature within 5 feet of the target must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.\nA flammable object hit by this spell ignites if it isn\u2019t being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 fire damage to the target and 1d6 fire damage to each secondary target for every slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Seeds\nLevel: 6\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour Or Until Used\nComponents: V, S, M\nMaterial cost: up to 4 nuts or up to 8 berries\nDescription: EXPLOSIVE FLORA!\nDepending on the material component used for this spell, you can create the following: Nut Grenades or Berry Bombs.\nNut Grenades: As many as four acorns turn into ranged weapons that can be thrown up to 100ft away. To use these objects, it requires you to make a ranged weapon attack to hit the target. Each acorn does 4d6 fire damage. Each nut explodes upon impacting any hard surface. Any combustible materials within 10ft of the target ignites. A targeted creature can make a Dexterity saving throw. On success, targets take half damage.\nBerry Bombs: You turn as many as eight berries into special bombs. Berry Bombs have to be placed by hand as attempting to throw it will cause it to detonate on the creature that threw it. If you are within 200ft and speak the command word, each berry bomb instantly bursts into flame, causing 3d8 fire damage to every creature in a 5ft radius and igniting any combustible materials within 5ft. A creature within the area can make a Dexterity saving throw. On success, targets take half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 7th or higher, increase the number of nut grenades by 2 or the number of berry bombs by 4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Shot\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet (5-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You lob a small explosive ball of fire at a point within range. All creatures within a 5-foot radius sphere of that point must make a Dexterity saving throw, taking half damage on a success. On a failed save, a creature takes 1d6 fire damage and becomes ignited.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional projectile for each slot level above first. You may choose new targets or the same target for each projectile"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Spin\nLevel: 1\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot-Circle Centered On Yourself)\nDuration: Instantaneous\nComponents: V, S\nDescription: You outstretch your arms to either side, bursts of fire pour from your hands as you spin in place. Each creature within a 10-foot-circle centered on yourself must succeed on a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much on a failed one. The fire ignites any flammable objects in the are that aren't being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Splash\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You hurl an exploding bolt of fire at a point within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 fire damage.\nThis 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: Fire Spray\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Line)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A burning fan\nDescription: You extend your hand forward and project a constant stream of fire and sparks, forming a line with 5-foot wide and 30-foot long. You need to spend an action to move up to your movement speed while the spell is active, and a bonus action to turn to a different direction. At the start of each of your turns, you choose a direction to point your hand at. A creature when it enters the spell\u2019s area for the first time on a turn or starts its turn there takes 2d6 fire damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Tornado\nLevel: 7\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a hand of Sulphur\nDescription: A swirling tornado of fire appears in a 20-foot-radius sphere centered on a point within range. As a bonus action on the turn you summoned the fire tornado and each turn thereafter, you may move the fire tornado 15 feet.\nWhen the tornado appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 fire damage and 4d8 slashing on a failed save or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nIf a creature inside the tornado fails three saving throws and does not have resistance or immunity to fire damage, they gain a level of exhuastion due to the excruciating heat"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Volley\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You shoot a bolt of fire at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d8 fire damage at the start of each of its turns.\nAs an action on each of your turns until the spell ends, you can hurl another bolt of fire"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Whip\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 2d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Firebeads\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a string of beads\nDescription: A series of fiery beads spring from your hand, darting across the battlefield to explode upon six different points within range; each point must be at least 10 feet away from every other point. Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one additional bead for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Firebrand\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until The End Of Your Next Turn\nComponents: V, S, M\nMaterial cost: a small piece of red chalk\nDescription: You throw a small shining ball of fire at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 fire damage every time it takes fire damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.\nThis 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: Firecracker\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a pinch of powdered magnesium\nDescription: You launch a dazzling flurry of colorful magical flecks at an opponent. These flecks hang around the target, exploding successively over the next few seconds and creating sounds that can be heard up to 100 feet away. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 thunder damage, and it can't take reactions until the start of its next turn.\nThis 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: Fires of Entanglement\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: When you cast this spell, vines of fire jump out of the ground and wrap themselves around anything in a 20-foot square around the starting point. For the duration they turn the area into difficult terrain and do 1d6 fire damage to everything in the range that starts their turn in the range.\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nWhen the spell ends, the fires die down."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Firestaff\nLevel: 5\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You transmute a normal wooden staff into a shaft of fire. You touch a nonmagical staff or straight wooden improvised weapon such as a broomstick. It becomes a magic weapon with a +2 bonus to attack rolls and damage rolls, and it deals an extra 1d6 fire damage to any target it hits. In addition, the staff sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra fire damage increases to 2d6. When you use a spell slot of 8th level or higher, the extra damage increases to 3d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Firewater\nLevel: 0\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a few grains of sugar and a raisin\nDescription: You touch a volume of water up to 1 pint, and it changes into an equal volume of flammable liquid similar to alcohol. A 1 pint flask of firewater can be splashed, thrown or poured on the ground \u2013 and ignited \u2013 as though it were a flask of oil (PHB p. 152) Firewater can also be ignited with lightning damage.\nWhen the duration of the spell ends, the liquid \u2013 and any fire caused by it \u2013 evaporates completely.\nThe volume of water that can be transmuted increases to 2 pints at 5th level, 4 pints at 11th level, and 1 gallon at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fitzgeralts' Inverse Mender\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S\nMaterial cost: a swipe of the finger or hand), M (a razor blade\nDescription: You create a small, razor sharp distortion in the fabric of space and fling it at a target with the intent of separating the target into two pieces. Make a ranged spell attack against a creature or object within range. On a hit, a cut is made in the target, dealing force damage. The size of the cut and the damage dealt depends on the range the spell is cast from the target: 1d12 damage and a cut up to 8 inches across at a range at or within 5 feet; 1d8 damage and a cut up to 4 inches across at a range between 6 and 10 feet; and 1d4 damage and a cut up to 2 inches across at a range between 11 and 15 feet.\nLeveling. The spell's damage dice each increase by one at 5th, 11th, and 17th level. The size of the cuts made also increases proportionally.\nOrigin. Originally devised by the wizard Fitzgeralts as a simple reversion of the algorithm of the mending cantrip, others soon realized its practicality. However, it has seen limited usage by more \"serious\" wizards due to it's creator's rather damaged image and eccentric personality.\nSee Also[edit]\nStone of Protection, another one of Fitzgeralts' magical invention"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fitzmyr's Sage Hands\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self, 30 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: 2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.\nThese hands are similar in nature to the \"magehand\" cantrip, but with several notable exceptions.\n-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)\n-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)\n-As an action, you may send out half the hands currently flitting around you (rounded down) from this spell to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.\n-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.\n-If you have the \"War Caster\" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.\n\nAside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.\nAt Higher Levels. When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.\nRuling Corrections in the respect of this spell.\n1) If you are not proficient in the weapon, you cannot add your proficiency to the attack roll of the weapon (unless otherwise stated in the description of the weapon)\n2) Attacks with 1 handed ranged weapons are only made at disadvantage if the target is within 5 feet of the caster, NOT the weapon\n3) Yes, you can throw weapons using the hands, though it is not always recommended; given the 1 action reload\n4) If, somehow, you can concentrate on 2 instances of this spell, you still cannot send out more sage hands than permitted by the highest level of this spell cast.\n5) The duel wielder feat does not allow for these weapons to be equip with non-light weapons. You also cannot wield \"2 handed\" light weapons (if your game has them). However, if your game has a light shield/buckler option, then go ahead and wield it (again, you need to be proficient in it AND you can only benefit from 1 shield at a time)\n6) In terms of feats, this spell benefits from all of these feats: sharpshooter (though the weapons cannot make an attack with the -5 +10), War Caster, and Crossbow Expert, Telekinetic.\n7) Reloading of a hand crossbow requires at least one hand, be it sage or otherwise, to be free to perform that action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Five Sided Shelter\nLevel: 4\nSchool: Conjuration (Ritual)\nClasses: Paladin, Cleric, Warlock\nCasting time: 10 Minutes\nRange: 20 Feet\nDuration: Instananeous\nComponents: V, S, M\nMaterial cost: a stone pebble, a pinch of dirt or sand, a handful of grass or feathers, a sprinkling of water, a wood chip, a few wooden spinters, & a holy symbol of the Five Faced King\nDescription: You summon a 5 sided cabin, that rolls together from the various available materials that best match the selected components for the spell. it has a 20ft high ceiling, & at the point of the structure, is made of 2 10ft wide walls, which in turn are connected to 2 more 10 ft wide walls, & the building is completed by one 20ft wide wall (opposite of the point of the pentagon).\nThe interior has a wooden appearance and gives off a slight maple fragrance, while the exterior has a cobblestone appearance. The space is clean, dry, and has very modest furnishings. There is a soft flower scented & grass-like carpet & 2 lanterns that light up with glowing moss once tapped. Tapping the lanterns again makes the moss stop glowing. It is able to comfortably house up to 8 medium sized creatures. There are 4 bunk-beds including pillows and blankets, 1 desk, 1 table, and 8 fold-able chairs, a small fireplace, & a pump to extract clean water (up to 1d4 gallons), from what is assumed a nearby well.\nThere are 4 lion emblems (2 female & 2 male) on the drapes, facing inside the cabin, over the 4 windows to the building. Each of the windows are framed in one of the colors red, green, blue, or yellow, & the lion emblem on the drapes match the frame of the window. There is a male black lion emblem on the door, that is also facing inside the cabin, which matches the door frame. Spell and magical effects cannot enter or exit the structure, as they are neutralized by the warding lion emblems.The door and windows can only be opened or closed by the caster or someone they invited into the space. All other creatures & objects are repelled once all doors & windows are closed.\nAdditionally, as long as the caster of the spell is within the cabin, the following bonus effects also apply:\n1 lion head emblem will growl if an unapproved/hazardous creature comes within 50ft of the shelter\n2 lion head emblems will growl if an unapproved/hazardous creature comes within 40ft of the shelter\n3 lion head emblems will growl if an unapproved/hazardous creature comes within 30ft of the shelter\n4 lion head emblems will growl if an unapproved/hazardous creature comes within 20ft of the shelter\n5 lion head emblems will growl if an unapproved/hazardous creature comes within 10ft of the shelter\nThe emblem closest to the location of the potential breach will flash briefly, if the approaching creature makes an attempt to gain entry to the shelter"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fizban's Fabulous Fashion\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: This cantrip allows you to alter an outfit or armor into something a bit more appropriate to the region.\nUpon casting this spell, touch one outfit or armor. You can alter its cut, color, and style in any way you wish, within reason, and as appropriate to the type of clothing or armor you're modifying. This spell cannot change the type of outfit or armor from one type to another; all it can do is change its look and appearance into that of any fashion normally available to it. A monk's outfit cannot be altered into fine clothing, nor can a suit of leather armor be changed into a chain shirt.\nIf used in conjunction with a Disguise Kit, disguise self, or similar trickery, this spell grants you advantage on any roll related to the disguise"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Blast\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: 6 Seconds (1 Round)\nComponents: V, S\nDescription: You create a giant runic circle on the ground centered on a point of your choice that charges up before causing a violent upwards explosion of flames. You create a 30 feet radius circle on a surface, the circle spreads around corners, however, it may only affect an area as big as the surface it is located on, at the start of your next turn the circle erupts and all creatures on an area up to 30 feet above the runic circle must succeed on a Dexterity saving throw or take 10d6 fire damage, taking half as much damage on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Charge\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: Your body is launched forward with magical force, and your weapon is lit with magical flame as you strike all creatures in your path. Upon casting this spell, you move up to 30 feet in a straight line (this does not count as your move for the turn). You can move through the spaces of other creatures, and this movement does not provoke opportunity attacks, but you cannot end this movement in another creature's space.\nAs part of casting this spell, you can make one melee weapon attack against all creatures whose spaces you move through, as well as one creature within 5 feet of the space your movement ends if you haven't otherwise attacked that creature. On each hit, your melee weapon inflicts its normal damage plus 1d8 fire damage. Any flammable objects worn or carried by the target are ignited and set on fire in a blast of heat.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire 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: Flame Charge, Variant\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self, Up To 30 Feet Line\nDuration: Instantaneous\nComponents: V, S\nDescription: You cloak yourself in flame and rush forward in a up to 30 feet long line. Each creature that you pass through must make a Strength saving throw. On a failed save, the target takes 3d6 fire damage, 2d6 bludgeoning damage and is knocked prone. On a successful save, the target takes only half as much damage and is not knocked prone. You don\u2019t provoke opportunity attacks by using Flame Charge.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Cloak\nLevel: 1\nSchool: Abjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You hurl yourself into a cloak made of fire. Every creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d8 fire damage, or half as much on a failed one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Edged Bolts\nLevel: 0\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: M\nMaterial cost: Ash\nDescription: You spend a minute casting the spell over a bundle of arrows or bolts equal to or less than your Spellcasting modifier to enchant them with the wrath of fire. This ammunition, when shot, adds the caster's spell modifier to their damage as fire damage. When these bolts or arrows strike a target, they explode violently, making their recovery impossible.\nOnly ammunition equal to your spell modifier can be enchanted at a time and any additional ammunition enchanted dispells the enchantment on the previous ammunition unless the total number of currently enchanted ammunition is equal to or less than your spell modifier.\nAt Higher Levels. When you cast this spell at higher levels, the amount of additional fire damage increases by 1d8 at 5th level, 2d8 at 11th level, and 3d8 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Mastery\nLevel: 2\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack. On a hit, the target takes 1d10 fire damage and 1d6 additional fire damage at the start of each of it's turns until it uses an action to put the fire out or enters an area full of liquid. If there is a flame within 10 feet of the target, you can instead make this attack as a bonus action, extinguishing the flame in the process"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame of Life\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Druid, Paladin, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You revitalize a creature by creating fire within your palm and planting it within their core. The creature regains hit points equal to 1 plus your spellcasting modifier, and loses a level of exhaustion.\nThis spell can affect constructs and undead, but cannot affect plants.\nElemental Discipline. A Way of the Four Elements monk may spend 2 ki points to cast this spell if they know the Fangs of the Fire Snake discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Ring\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special, See Text\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a weapon\nDescription: You make a weapon attack that rings the target in flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes for moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Shot\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nDescription: The caster forms a small ball of pure heat energy, morphing it into an arrow, a small spear, or a dagger and fires it at a single target. On hit, it deals 1d4 piercing and 1d4 fire damage. This spell can set flame to any flammable object that is not being worn.\nAt Higher Levels. Both of the spell\u2019s damage increases by 1d4 when you reach 5th level (2d4 piercing and 2d4 fire), 11th level (3d4 piercing and 3d4 fire), and 17th level (4d4 piercing and 4d4 fire)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Spiral\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a twisted angelica root\nDescription: A helix of fire surrounds you, whipping nearby foes. Every creature of your choice in range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nFor the duration, if a creature starts its turn within 10 feet of you, you can use your reaction to force it to make another Dexterity saving throw. A target that fails this save takes 2d6 fire damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial fire damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Step\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet (10-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S\nDescription: You teleport yourself to an unoccupied space you can see within range. When you appear in that space, flames erupt, scorching the surrounding area. Each creature other than you within a 10-foot radius sphere of your destination must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.\nYou can bring along objects as long as their weight doesn\u2019t exceed what you can carry.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Swathe\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a tiny golden bell\nDescription: When cast, a small burst of fire appears at a point you choose within range that swirls around whilst priming itself for detonation. A 10-foot sphere blast radius around the point is visually indicated with a harmless ephemeral aura. At the beginning of your next turn, the fire momentarily vanishes before blossoming into a 10-foot radius explosion of flames, inflicting fire damage equal to 4d12 + your spellcasting modifier to every creature caught in the blast that fails a Dexterity saving throw, or half as much damage on a successful one. Both the aura and the fire spread around corners. The fire ignites flammable objects in the area that aren't being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12. When you use a spell slot of 7th level or higher, the damage instead increases by 2d12"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Tongue\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Druid, Sorcerer, Warlock\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 10 Minutes\nComponents: V\nDescription: You gain the ability to speak with flame, which relate to you who or what has been within their light radius. The flame relates complete descriptions if asked.\nYou can speak with natural or magical flame. If a pile of ash is reignited, it is treated as if it had died and ben resurrected. It cannot remember events that have occurred while it was ash.\nYou can make requests of the flame, such as to not burn specific objects or to attempt to launch an ember at a certain object. Flame cannot do anything it would not be able to do otherwise, such as move or animate itself"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flames of Destruction\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell, you shoot erratic flames out of your hands. Each creature of your choice within range must succeed on a Dexterity saving throw or take 5d6 fire damage. In addition, this spell deals double damage to objects and structures\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flames of Hephaestus\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous, Or Concentration, Up To 1 Hour\nComponents: V, S\nDescription: A ray of fire bursts from your hand, engulfing a target you can see within range, dealing XD12 fire damage. X is equal to the amount of hit dice the target has. The target can use an action to attempt to put out the flames. They must succeed on a Dexterity check which DC equals your spell save DC. If they become engulfed in water, they have resistance to the fire damage and advantage of the Dexterity check. Another way of using this would be to smelt something magical, so this spell is required for multiple legendary magic item crafting recipes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flames of the End\nLevel: 0\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Special\nDuration: Concentration, Until Dispelled\nComponents: V\nDescription: You summon the silver-black flames of the end that occupies the chaos between the roots of the immemorial tree on your body. You can extend the flames upto a 5\u00d7X foot radius with your body as the center where X is half your level. A creature that starts or ends it\u2019s turn in range of the flames takes 1d10 necrotic damage or regains 1d10 hit points(your choice) at the start and end of every turn. Non-magical objects(including water, fire, soil.etc) that come into contact with these flames are instantly disintegrated into dust.\nAt Higher Levels. At 5th level the damage and hit points regained becomes 2d10. At 11th level it is 3d10 and 4d10 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flare Blade\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action, Channelable\nRange: Touch\nDuration: Up To 24 Seconds\nComponents: M\nMaterial cost: A Sword\nDescription: You begin channeling this spell as an action and continue to channel this spell every turn until a maximum of 24 seconds have passed or beforehand for reduced damage. You cannot move from place while channeling but you can turn, this spell fails if all eligible targets move out of range but you still suffer its negative effects if applicable. When attacking, make a melee spell attack that deals weapon damage + 1d8 fire. This damage die increases by 1 every one of your turns this spell is channeled and deals half the damage it deals rounded up back to its user as fire damage if it has been channeled for over two of your turns. For example, a sorcerer uses this cantrip and attacks immediately, dealing weapon damage + 1d8 but a sorcerer who channels this spell for 2 turns and then attacks deals weapon damage + 3d8 and hits for 18. The sorcerer then takes 9 damage. If this spell is cast at maximum charge, the spell violently explodes and deals damage to your target and all adjacent targets to it.\nDamage Progression:\nTurn 1, the turn it is cast: weapon damage + 1d8\nTurn 2, does not do recoil damage yet: weapon damage + 2d8\nTurn 3, does recoil damage: weapon damage + 3d8\nTurn 4, cannot be channeled further, does recoil damage and area damage: weapon damage + 4d8\nNote: A round is a total of 6 seconds and every one of your turns is what you can do in those 6 seconds. This spell has a maximum channel time of 4 of your turns or 24 seconds.\nThis spell is meant to be a reference to Roy's neutral B from Super Smash Brothers. (Roy's our boy)\nAt Higher Levels.\nThe damage of this cantrip increases by 1d8 at 5th level (weapon damage + 2d8, max 5d8), 11th level (weapon damage + 3d8, max 6d8), and 17th level (weapon damage +4d8, max 7d8)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flare Blitz\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Your body is coated in flames, as you launch yourself spiraling towards your target. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. After a hit, you land in an empty space within 10 feet of your target.\nAt Higher Levels. This spell\u2019s 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: Flare Counter\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self, Touch\nDuration: Instantaneous\nComponents: M\nMaterial cost: A Sword\nDescription: You enter a parry stance for one turn as your sword is covered in fire, you cannot move from place and you parry any melee attack, but not if the attack is made with advantage. If an attacker targets you with a melee attack, you can instantly counter their attack, taking no damage from the attack and dealing weapon damage + 2d4 fire damage. Once you parry an attack, the spell ends. If this spell is cast multiple times in a row, it begins to damage the user. It deals damage equal to your spellcasting modifier if cast twice in a row, double if three times in a row, so on and so fourth.\nNote: This spell is meant to be a reference to Roy's Down-B from Super Smash Brothers. I understand the power of a guaranteed counter against melee attackers which is why there is high ramp up recoil damage if cast in a row to punish potential spam of this spell.\nFor example: a spell modifier of 5 deals 5 damage on the second consecutive cast, 10 on the third, 20 on the fourth, and so on.\nAt Higher Levels. When you cast this spell at a higher level it deals weapon damage + 3d4 at 5th level and deals Spellcasting modifier + 1d6 recoil damage if cast in a row, weapon damage + 4d4 at 11th level and spellcasting modifier + 2d6 recoil damage if cast in a row, and weapon damage + 5d4 damage at 17th level and spellcasting modifier + 3d6 if cast in a row."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flare Shot\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a ranged weapon worth at least 5 cp\nDescription: You shoot a projectile from the weapon used in the spell's casting and make a ranged attack with it against one creature within 30 feet of you. On a hit, the target suffers the attack\u2019s normal effects, and it becomes dazed by the sudden flare of light in its face until the start of your next turn. For the duration, the target and one additional creature within 5 feet can't take reactions.\nAt 5th level, the ranged attack deals an extra 1d6 fire damage to both targets. Both damage rolls increase by 1d6 at 11th level (2d6) and 17th (3d6) level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flare Wave Explosion\nLevel: 3\nSchool: Evocation\nClasses: Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Flare Wave Explosion is an immensely strong shinsu technique that allows one to transfer a shock of shinsu through vibrations from oneself to a targeted object, vibrating the target's inner shinsu and destroying it from within. It's considered to be a dangerous technique that destroys everything in contact within the user's body while leaving them completely unharmed.\nMake a melee spell attack, strike the target with your palm, on a hit the target takes 7d8 force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 per spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flareball\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of powdered succotash and cayenne\nDescription: You create two balls of fire that hurl toward targets within range. You can hurl them at one target or 2.\nTargets must make a Dexterity saving throw for each ball. A target takes 3d6 fire damage from each ball 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 3rd level or higher, the damage for each ball increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flash Freeze\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a large gemstone worth at least 5,000 GP, a pint of water\nDescription: You point at a creature within range, and they are immediately frozen in a large block of ice. The ice block is large enough to completely encompass the target. The target takes 8d8+10 cold damage\nat the beginning of each of their turns, and the beginning of each of the caster's turns. The target can make a Strength check to attempt to escape (DC25). On a failed save, they take 5 cold damage, and on a passed save, they free their hands and head. They can continue to make Strength checks to free their upper torso, lower torso, or legs. When all body parts have been freed, the spell ends. While the spell is active, the target may be shoved up to 40 feet in any direction, bouncing off of walls in its path. Should the target collide with a creature or object, they must make a Dexterity save. If failed, said creature or object takes 2d6 bludgeoning damage and half as much cold damage. On a passed save, they take half as much damage. The ice block has an AC of 12 and 60 hit points. Should these hit points deplete completely, the creature inside the ice dies instantly. The ice also takes fall damage, should it slide off of a ledge"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flash Powder\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn.\nThis 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: Flash Step\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60\nDuration: Instantaneous\nComponents: V, S\nDescription: Teleport to each location of up to three Arcane Runes and attack, then return to your original position.\nThere must be at least one Arcane Rune on a target within range to cast this spell. You don\u2019t have to be able to see the target/targets only know where they are. You alter your physical substance in reality, bending time and space, and warp away from your current location and are teleported to the location of an Arcane rune of your choice. You appear 5 feet from the creature with the Arcane Rune (if there is no free space around them, you appear above them without falling) where you may make a single attack.\nAs this attack is unexpected you are considered to be hidden and therefore gain advantage. The attack itself is also affected by this spell and the target takes an additional 1D6 force damage. After the first target is attacked you repeat the teleport and attack again until you have hit up to three targets with an Arcane Rune. If a target has more than 1 Rune you still teleport to a new location within 5 feet of the target and attack again. The Arcane Rune at each location disappears the instant it is used.\nAfter you have made the three attacks you return to your original location where you are placed in a Lethargic state. Any attack made against you has advantage whilst you are in this state and any spells of concentration that were in effect end. On your next tune you cannot perform any actions or move but you are no longer Lethargic.\nAt Higher Levels. When you Cast this spell using a spell slot of 3rd Level or higher, the damage is increased by 1D6 for each spell slot above 2nd Level.\nSee Spell Arcane Runes (5e Spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flash Sweat\nLevel: 1\nSchool: Abjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S\nDescription: You produce a burst of localized heat, drenching you in sweat. For the duration of the spell, you become resistant to fire damage, and are immune to the effects of extreme heat.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour. When you cast this spell using a spell slot of 4th level or higher, you may either increase the duration to 8 hours or become immune to fire damage rather than resistant"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flask of Holding\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action.\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: This spell creates a canteen that is connected to a small pocket dimension that can exclusively hold liquids. The canteen has the dimensions of a normal canteen. You can retrieve or store 5 pints each time you cast this spell, and you'll always know the exact amount in your canteen. Storing liquids requires the mouth of the canteen to touch the source of the liquid, which will then be placed inside. The liquid remains in the pocket dimension even after the spell ends and is spilled around you when you die. This flask can only hold one type of liquid at a time and the total volume cannot exceed 32 pints. If you try to exceed this limit, the liquid contained in it will be lost."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flaskbang\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: S, M\nMaterial cost: a flask of strong alcohol worth at least 5gp, which this spell consumes\nDescription: You charge a flask of liquor in your hand with unstable arcane energy, and lob, roll, or skip it to a point on the ground within range. The flask detonates at its destination with a blinding flash and a deafening boom which can be heard up to 300 feet away. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. If it fails, the target is blinded and deafened for the duration.\nCreatures that fail their save by 5 or more also fall prone.\nCreatures that fail their save by 10 or more become stunned for the same duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flatten Self\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A drop of paint\nDescription: Your body contorts, as you become flat as a pancake. You gain the following.\nYou can move along solid surfaces without a climbing speed or risk of falling down.\nYou can squeeze through any gaps wider than a quarter of an inch.\nAny affect that would forcibly move you now propels you four times as far"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flay\nLevel: 9\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A black diamond worth at least 500 gp, consumed\nDescription: You enchant a melee weapon that deals piercing damage and that you are proficient in. The weapon becomes imbued with necrotic energy. When you make a successful melee attack with the weapon, you can activate the spell on the target as a reaction. Once activated, the spell lasts for the duration or until you lose concentration.\nWhile the weapon is embedded in the target, it takes an additional 6d6 necrotic damage at the start of each of its turns. The target can attempt to remove the weapon by making a Strength saving throw (DC equal to your spell save DC). If the target succeeds, the spell ends. If the target fails, it takes an additional 6d6 necrotic damage as the weapon is removed.\nAdditionally, while the spell is active, the target has disadvantage on all attack rolls, ability checks, and saving throws. The target is overwhelmed by pain, causing its actions to be hindered and its focus to waver.\nThis spell cannot effect constructs, undead, or creatures without skin."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fleeing Spirits\nLevel: 5\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: 1 Round\nComponents: V, S\nDescription: When a young warlock returned from a session with the Great Old Ones, he found himself sitting in a circular void, surrounded by the spirits of the dead. As soon as he moved to touch them, they roared and stormed upwards, shaking the ground and burning his flesh.\nWhen cast, a circular void 10 feet in radius appears beneath the caster, and spirits of the damned rush out dealing 8d6 necrotic damage.\nAt higher levels: when you cast this spell with a level 6 spell slot or higher it adds 1d6 necrotic damage for every spell slot over 5th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fleeting Distraction\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You briefly distract a creature within range using your words and gestures. They must succeed on a Wisdom saving throw or have disadvantage on the first attack roll they make before the end of your next turn.\nThis spell can target an additional creature when you reach 5th level (two creatures), 11th level (three creatures), and 17th level (four creatures)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flesh Clone\nLevel: 5\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Hour\nRange: Touch\nDuration: Until Dispelled\nComponents: V, M\nMaterial cost: an empty vial\nDescription: While speaking an intricate incantation, you cut yourself or another creature and fill the vial full of blood, taking 1d4 piercing damage that can\u2019t be reduced in any way. You must then continue casting the spell for the rest of the hour or the blood be unusable for the spell. You may not have more than one Flesh Clone spell in effect per creature at a time. The number of Flesh Clone spells in effect may not exceed your spell-casting ability modifier.\nAt any time after the spell has been cast, you may destroy the material component by smashing the vial on the ground. If the creature whose blood sample that you took is at 0 hit-points, dead, or otherwise incapacitated, a copy of that creature is created. The copy is a construct who is exactly like the sample creature at the time the blood sample was taken, retaining memories, spell slots, personality, abilities, etc. at the time of sampling. You DO NOT control the copy. The copy does not have a soul and will be perceived by creatures with True-sight in shades of gray.\nThe copy has half the number of hit-points of the sample creature(minimum of 1) and its hit-point maximum is reduced by 1d10 every hour. When its hit-points are reduced to 0, it turns into a small pool of blood and the spell ends. Also, the copy takes a -4 penalty to all Attack rolls, Saving Throws, and Ability Checks. If the sample creature returns from the dead, or regains consciousness, the copy is instantly destroyed and the spell ends.\nAlthough the copy is a construct, it can be possessed, for example by the Magic Jar spell. If the copy is then possessed, it is perceived by creatures with True-sight in color."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flesh Mending\nLevel: 5\nSchool: Abjuration\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 8 Hours\nComponents: V, S\nDescription: You call upon your restorative powers and help wounds close and knit itself allowing for proper healing and avoidance of any permanent damage. This may also help with mending bones.\nThis spell may also help regrow limbs slowly, depending on the severity of the damage, the process may take anywhere from minutes, hours, days or weeks. If a limb is in the process of being regrown or healed it'll take a few sessions for it to grow back completely. This may be done as light work during long rests, but may only focus on this task alone and nothing else. If the limb is hurt in any way while still in the process of being healed, the spell ends and permanent damage may still occur to the limb.\nThis spell only works on organic living creatures."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flesh to Bees\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a lump of honeycomb\nDescription: You call forth the essence of bees within a target that is in range that you can see. If the target's body is made of flesh, the creature must make a Constitution saving throw. It takes 8d10 necrotic damage on a failed saving throw, or half as much on a successful one. If this spell causes the creature to drop to 10 or fewer hit points, it must make another Constitution saving throw. On a failed saving throw, it is restrained as its flesh begins to materialize into bees. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to a swarm of bees and dies. This swarm uses the same statistics as the swarm of wasps and acts as an ally for 1 minute after which the swarm disperses. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to a swarm of bees.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.\nStatistics found on page 339 of the 5th Edition Monster Manual"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flesh to Jelly\nLevel: 5\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a cube of gelatin\nDescription: You attempt to turn one creature that you can see within range into jelly. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, the creature has its speed halved for the duration as its flesh begins to become semi-solid. On a successful save, the creature isn't affected and the spell ends.\nA creature slowed by this spell is subject to a Constitution saving throw at the end of each of its turns. If it successfully saves against this saving throw three times during the duration, the spell ends. If it fails this saving throw three times during the duration, it is turned to jelly until the spell ends. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nA creature turned to jelly has a speed of 10 feet, unless its speed is normally less than 10 feet. It gains immunity to slashing damage, and its AC becomes 8. It if is not wearing armor, it can squeeze through spaces as narrow as 1 inch without squeezing. All of its weapon attacks deal half damage.\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to jelly until the effect is removed by the greater restoration spell or similar magic"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flight of Fire\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Up To 10 Minutes, Until An Action Other Than Movement Is Taken\nComponents: S, M\nMaterial cost: A feather from any bird, set aflame\nDescription: You thrust out your arms and flames burst from the undersides of your arms, propelling you into the air. You gain a flight speed of 60 ft which can only be used for movement actions, if any other action is taken, the spell affect goes away. If you are still in the air when the affect goes away, you will fall however far up you were."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fling Self\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Paladin, Ranger, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You fling yourself with considerable force, launching up to 60 feet in any one direction \u2014 which can be one that takes you up or down through the air \u2014 before losing momentum. If you make impact with a creature or object along the path before you reach its end, you and the target both take 2d6 bludgeoning damage from the force. A creature on your path can make a Dexterity saving throw to avoid getting hit.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance flung increases by 60 feet and the damage dealt to you and the target each increase by 2d6 for each slot level above 1st.\nWarrior Magic. A fighter with the Eldritch Knight subclass may learn this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Floating Figment\nLevel: 0\nSchool: Transmutation\nClasses: Wizard, Bard\nCasting time: 1 Free Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: You suspend multiple items in the air, as if the items are unaffected by gravity. This affects any objects of your choice you are holding, such as weapons, shields, spellcasting focuses, tools, etc, allowing for spellcasting that involves the hands of the caster; or items up to 30 ft away. While concentrating on this spell, you can make melee and physical attacks and cast spells so long as they don't also require concentration.\nYou cannot use these items, as they are simply suspended in the air. You may use another free action to grab these items again, ending the spell. If an item is moved, they fall to the ground and the spell ends on that specific item"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Floor of Ice\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: Approximately 1 oz of water\nDescription: Choose an area of solid terrain or water surface you can see within range. Up to four 5 foot-square sections of this terrain become iced over, with sharp icicles protruding upward randomly across the surface. These sections become difficult terrain. If a creature starts its turn in the affected terrain or enters it on their turn, it must succeed on a Dexterity save or fall prone and take 1d4 piercing damage. Each time a creature moves more than 5 feet through this terrain while not prone, it must repeat the saving throw or suffer the same effects.\nNearby intense or magical heat will melt the ice after 1 round.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell level above 1st you may either increase the piercing damage by 1d4, or increase the area of effect by two additional 5-foot square sections"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Floormaster's Grasp\nLevel: 3\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You transform part of your body into a giant, clawed, violet-black hand to grab hold of a creature in range. The target must be no more than one size category larger than you. When you first cast this spell, make a melee spell attack against the target. On a hit, the target is grappled by you, and the escape DC is equal to your spell save DC. While this grapple persists, the target takes 4d6 bludgeoning damage at the start of each of its turns. As a bonus action, you can crunch or slam the target to any point within range, forcing it to move there, ending the grapple and inflicting 4d6 bludgeoning damage plus 4d6 necrotic damage. If you fail to initially hit with this melee spell attack, or the grapple ends, your concentration ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the necrotic damage by 1d6 for every slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Floortilting\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You alter gravity's effect on a creature within range so it pulls in a direction horizontal to you. The target must make a Strength saving throw. On a failed save, it is flung in the direction you chose, falling up to 30 feet horizontally. If the target hits a creature or object, the target stops falling and both it and the creature or object hit take 1d6 bludgeoning damage for every 10 feet the target fell. A creature that would be hit by the target can use its reaction to make a Dexterity saving throw, avoiding being hit and allowing the target to continue falling on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flounder\nLevel: 6\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Up To 1 Minute\nComponents: S, M\nMaterial cost: a sheet of paper or parchment\nDescription: You retroactively imbue a target creature with rejuvenating energy for up to 1 minute. During this time, if the target creature would be put below 1 hit point, they instead get put to 1 hit point, and consume this energy, healing them for 10d6 hit points. If the target isn't reduced below 1 hit point for the full duration, the spell ends, healing them for half as many hit points instead.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the heal amount is increased to 15d6 hit points instead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flowing Undead Wrath\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of blood\nDescription: You raise tortured souls from some forsaken source. All creatures within 15 feet of you must make a Wisdom as tortured souls and spoiled blood inexplicably spurt out from the ground. On a failed save, the creature takes 2d4 necrotic or psychic damage, your choice as to which damage type is dealt and is inhabited by a soul, taking 1d4 of the chosen damage until it moves 30ft from the caster. On a successful save, the creature takes half damage. Whatever the outcome of the saving throw, all creatures except for yourself are left drenched in blood.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from both effects increases by 1d4 for each spell slot above 1st level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flurry of Magic\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a piece of gilded jewelry\nDescription: For 1 round, you or a creature you touch may use an action to cast 5 cantrips that they could normally cast with 1 action. Character level is ignored, with all cantrips cast as if by a 1st level character. The affected creature may also spend 3 cantrips to cast a known 1st-level spell without using a spell slot as part of the same action, provided they have it prepared if the character is of a class that must prepare spells.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of cantrips increases by 2 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flurry of Strikes\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: When you hit a creature with a melee weapon attack, you can cast this spell to make a second attack. This second attack can be made against the same creature, or against any other creature within reach. The attack is considered magical, for the purposes of overcoming resistance and immunity to non-magical damage.\nAt Higher Levels. When you cast this spell using a 2nd- or 3rd-level spell slot, you can make two attacks with this spell. When you cast it using a 4th- or 5th-level spell slot, you can make three attacks. When you cast it using a spell slot of 6th level or higher, the number of attacks increase to four."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flux Grenade\nLevel: 2\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: You can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 lightning damage, the target also takes 3d8 lightning damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Lightning 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 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: Flux Wall\nLevel: 6\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Turn\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You condense the flow of time in a 40ft by 20ft plane, creating a nearly-unpassable wall. Inanimate objects moving slower than 100ft per turn are unable to pass through the wall. Creatures can spend an action and use all of their movement to pass through the wall, taking 2d8 force damage for each crossing. Creatures you choose are able to pass through the wall as if it wasn't there. Projectiles moving through this deal half damage after going through it"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fly Eye\nLevel: 3\nSchool: Divination\nClasses: Bard, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a spectacle lens\nDescription: You cover the space surrounding your head with invisible sensors that act as eyes. For the duration, you can see in 360 degrees around you, and you have advantage on any saving throws and skill checks that rely on the sense of sight. Creatures cannot sneak up on you without total cover or by magical means. You may be able to see into areas of cover as declared by the GM. Additionally, you can see past creatures within 30 feet of you as if they were not there"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Focus Flame\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a small bolt of impaling fire, which when combined with a second bolt, massively explodes in power. Make a ranged spell attack against a target within range, dealing 1d4 fire damage on a hit. Next round, if you hit the same creature with this spell, it instead deals 1d12 fire damage.\n\nAt Higher Levels. This spells damage increases by one die at 5th(2d4 and 2d12), 11th(3d4 and 3d12), and 17th(4d4 and 4d12) level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Focused Shout\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You enchant a shout directing it with great force at a single target. The target must succeed on a con saving throw or take 1d12 thunder damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fog Bank\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 2 Minutes\nComponents: V, S, M\nDescription: You create a 20-foot-radius, 20-foot-high cylinder of fog centered on a point within range. The fog then quickly spreads out: for a number of times equal to the spell slot level used you can - while you are concentrating on this spell - increase the radius by 5 feet at the start of your turn . It's area is either lightly obscured or heavily obscured (your choice). It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you drop concentration, the fog fades at the start of your next turn. The fog spreads around corners and falls to the ground.\n\nWhen you cast this spell, you can choose one effect to add to the fog.\nDampening. Sounds do not carry further than 10 feet in the fog.\nSeeing. As long as you are concentrating on this spell, you know the location of all creatures inside the fog.\nHallucinogens, M: a mushroom. Every creature that starts its second turn in a row in the fog must make a wisdom saving throw, becoming incapacitated on a failure. Taking damage ends this effect. Other creatures can use an action to wake up the incapacitated creature.\nFire Combustion, M: a snuff of gunpowder. If an open flames enters or is started in the fog, the fog explodes, dealing 5d6 fire damage to all creatures in it. The fog then disperses at the end of the casters next turn. The fog can only explode once.\nHealing Mist. At the start of its turn, a creaure in the mist is stabilized and is healed 1d6 every other turn, starting from the second turn the mist was cast.\nAcid Mist. At the start of its turn, a creature in the mist must make a takes 2d6 acid damage.\nInhibiting Mist (Minimum Spell Slot Level 6). Once whilst concentrating on this spell, you can use an action to force every creature in the mist to make a constitution saving throw, becoming paralyzed on a failure. A creature can make this saving throw again at the end of their turn, ending the effect on a succes.\nMirage Arcane (Minimum Spell Slot Level 7). When the fog clears after the full duration, the area previously covered by it is under the effect of a mirage arcane spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial radius and the spread speed increase by 10 feet for each slot level above 3rd. The damage of the fire combustion explosion and the healing from the healing mist increase by 1d6 per spell slot level above 3rd.\nStarting from 5rd level normal wind does not dispel the fog anymore. Only wind originating from equally high level spells or the dispel magic spell does."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Font of Anguish\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of the caster's blood\nDescription: Chanting vile words in a long-dead tongue, you tear a portal through dimensions to a land of forsaken souls. This portal is a 15-foot radius sphere centered on a point within range. Pale mist leaks from the dimensional rift, obscuring the area, and formless shapes drift within, seeming to grasp and drag at objects and creatures in the area. The area is considered difficult terrain, and any creature that enters the area for the first time on a turn or starts its turn there must make a Strength saving throw or take 4d8 necrotic damage and be pulled to the center of the area, or as close as possible. On a success, the affected creature takes half damage and is not moved. A creature that is already in the center of this area has disadvantage on this saving throw, and on a failure becomes restrained for the duration, or until they succeed the saving throw.\nThe spell ends if you end your turn more than 60 feet away from the center point of the portal.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d8 for each slot level above 3rd, and increase the radius by 5 feet for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fool's Gold\nLevel: 4\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a powdered piece of iron pyrite\nDescription: You touch a pile of up to 150 copper coins or an object made out of copper, brass, or bronze that weighs less than 1 pound, you turn them into gold. When the spell has expired, they revert back to normal. If one of these altered items is touched with a piece of iron, it has a 25 percent chance of instantly reverting back to normal.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the resultant gold objects will not revert if touched with iron"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fool's Speech\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a small bone whistle\nDescription: You touch up to eight willing creatures. Creatures affected by this spell gain the ability to speak in a secret language that is incomprehensible gibberish to all other creatures.\nFool's speech language is indecipherable even with language-translating magic such as comprehend languages or tongues, though such magic will be able to detect that fool's speech is being used"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forbidden Knowledge of the Ancients\nLevel: 9\nSchool: Divination\nClasses: Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A skull of a recently slain humanoid, consumed by the spell\nDescription: You call upon the nature of horrid wizards long past, seeking both their guidance and power. For the duration, your Intelligence and Wisdom increase by 4, to a maximum of 24. However, after the spell ends, you gain two levels of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: Self (5 Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You recount the simplest divine tale known: One of a humble man's anger against the world. You channel this miracle outward into a burst of force that knocks nearby creatures back. Each creature within 5 feet of you must make a Strength saving throw; On a failed save, a creature is pushed back 5 feet directly away from you and is knocked prone.\nAt Higher Levels. As you get comfortable with this spell, you can eventually recant it more quickly. Beginning at 7th level, you may cast Force as a bonus action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Armor\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 24 Hours\nComponents: V, S\nDescription: You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its spellcasting ability modifier. The spell ends if the target dons armor or if you dismiss the spell as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Arrow\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A thrown weapon or piece of ammunition\nDescription: As a part of casting this spell, make a ranged weapon attack. On a hit, the target takes an additional 1d8 force damage.\nAt Higher Levels. The additional damage of this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Beam\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A brilliant beam of pure energy shoots from your hand towards a target within range.\nIf the target fails a Dexterity saving Throw, it takes 4d10 Force damage. Success means the target only takes half damage.\nThis spell automatically destroys a Medium or smaller nonmagical object. If the target is a Large or larger object, this spell drills through a 5-foot-cube portion of it. A magic item is unaffected by this spell.\nSpecial This spell can be cast as a reaction if you are within 30 feet of an intended target of a similar spell cast by an enemy magic user. If cast in this fashion, the opposed spells impact each other in glorious display midway between the two spellcasters. Immediately, and on each successive round thereafter that both magic users maintain concentration, each makes an opposed damage roll. Whichever one rolls highest damage moves the point of impact 10 feet towards his opponent.\nThe spell ends if you use your action to do anything else. You may move freely while maintaining the spell, but the point of impact, if in contest, follows you. Your movement can only shorten the distance between you and the point of impact, never lengthen it.\nAnything unfortunate enough to be at the point of impact between the two spellcasters must make Dexterity saving throws as normal. All creatures within 5 feet of the point of impact must also make a Dexterity saving throw, but only against 2d10 Force damage. Again, success means half damage is taken.\nAt Higher Levels. When you cast this spell using a spell slot of 4 or higher, damage to the primary target increases by 1d10 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Cannon\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: pinch of dust\nDescription: A swirling ball of air forms in your hand which can be fired at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\nThis spell\u2019s 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: Force Lightning\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A shard of fulgurite stained with blood\nDescription: With a manic cackle, you stretch forth your hands and launch an agonizing beam of lightning toward a target within range. The lightning arcs from its target to another target within 20 feet, and can arc from any target to any other valid target a total of 5 times. A target may only be subjected to this effect once per casting of this spell. All targets must succeed a Constitution saving throw or take 7d10 lightning damage, taking half damage on a successful saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 per slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Nova\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You stamp the ground beneath your feet and a burst of energy expands outwards. Each creature within range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is pushed up to 10 feet away from you and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed away from you or knocked prone.\nIf a creature is flying when you cast this spell they automatically fail the saving throw and they take an additional 1d6 force damage. A large creature that fails its save is only pushed half as far.\nIn addition, any unsecured objects within range when the spell is cast are pushed up to 10 feet away from you.\nAt Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1d6 for each spell slot above 3rd. When you cast this spell using a spell slot of 6th level or higher the distance a creature is pushed increases to 30 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Streak\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a ranged weapon and ammunition both worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s casting and make a ranged attack with it against one creature within the range of your weapon (long-ranged penalties still apply). On a hit, the target suffers the weapon attack\u2019s normal damage dice, but the damage type will be force. Also, the target is pushed 5 feet in any horizontal or vertical direction. If they are within the air, you can choose to push them downward as well.\nAt Higher Levels. At 5th level, you deal an extra 1d8 force damage on a hit and the target is pushed +5 feet more. The extra force damage increases by another 1d8 and the push increases by +5 feet at 11th level (2d8 and 15 feet) and 17th level (3d8 and 20 feet)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Surge\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Wave\nLevel: 5\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You strike the ground, creating a burst of force energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage, as well as 5d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Force Whip\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: S\nDescription: You create a magical whip in your hand that can be used to defend yourself. This functions as a normal whip that you are proficient with, but it deals force damage instead of its normal damage type. You can treat it as a light weapon.\nIf this weapon leaves your touch, it instantly disappears and this spell ends.\nThis whip's damage increases by 1 when you reach 5th level (1d4 + 1), 11th level (1d4 + 2), and 17th level (1d4 + 3)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forced Movement\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, Up To 5 Minutes\nComponents: S, M\nMaterial cost: A living life form of with less than 20 hit points\nDescription: You flex your hand as if about to clench it into a fist. You force one creature up to a size larger than you to suddenly move in a way of your choosing this can only be done only once per turn or on a reaction as long as concentration is being held. The target makes a saving throw in each category. For each failed save you can pick one movement from each category.\n\n\n\n\nAbility Score\nEffect\n\n\nStrength\nThe target makes one melee or thrown weapon attack of your choosing at a target of your choice.\n\n\nDexterity\nThe target make one ranged or thrown weapon attack of your choosing at a target of your choice.\n\n\nConstitution\nThe target takes double damage from the next attack launched at them and rolls a save with disadvantage and is hit with advantage as they are pinned to a surface, or the target takes on a condition of your choosing (excluding frightened, charmed, invisible, petrified or poisoned).\n\n\nWisdom\nThe target forcefully looses a proficiency, of your choosing, that they once had as their memory of it is wiped.\n\n\nIntelligence\nThe target makes one spell attack of your choosing at a target of your choice.\n\n\nCharisma\nThe targets memory of you is blurred and replaced with one that makes them either be frightened, intimidated or charmed by you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forceful Breeze\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You make a complex arm movement, causing a very specific area of wind around you to increase in speed to overwhelm a target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 wind damage[1] and is pushed 5 feet in a direction of your choice. This spell\u2019s damage and the distance the target is pushed when hit is increased when you reach the 5th (2d8, 10 feet), 11th (3d8, 15 feet), and 17th levels (4d8, 20 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forceful Flash\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A ball of magical energy hurtles toward a creature you can see within range, detonating in a flash of bright light. The target must make a Dexterity saving throw, or take 1d6 radiant damage and the next attack made against it has Advantage.\nThe spell\u2019s 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: Forceful Hand\nLevel: 0\nSchool: Evocation\nClasses: Wizard, Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You surround one or both of your hands with gloves of transparent force until the start of your next turn, granting several benefits until then.\nYou can safely touch, manipulate, and even feel otherwise dangerous objects. The gloves of force shield your hand(s) from acid, cold, fire, electricity, poison, sharp points, and bladed edges.\nWhenever you make an unarmed strike, you can substitute a melee spell attack. On a hit, this melee spell attack inflicts force damage equal to 1 + your spellcasting modifier.\nIf you have a hand free, and are not wielding a shield or otherwise gaining a similar bonus to your AC, you gain a +1 bonus to your AC.\nIf you take the Dodge action, you can interpose your hand(s) in such a way that you gain resistance to force damage.\nStarting from 5th level, the melee spell attack derived from this spell instead inflicts force damage equal to 1d4 + your spellcasting modifier. This damage increases by 1d4 when you reach 17th level (2d4 + spellcasting modifier)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forceful Strike\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Magic coats your weapon, giving it a more forceful strike. As a part of this cantrip, make a melee attack on a recharge 3, 4, 5, 6. If the attack hits, add your spellcasting modifier bonus force damage to the attack. The damage increases to two times your spellcasting modifier bonus at level 5, three times your spellcasting modifier bonus at 11, and four times your spellcasting modifier bonus at level 17"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forcewave\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch an invisible wave of force that slams into a creature in range. The target must succeed on a Strength saving throw, taking 3d12 force damage and getting knocked prone on a failed save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d12 for each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Foreseeing Shield\nLevel: 7\nSchool: Divination\nClasses: Warlock, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a golden wire wrapped around the ear of the target during casting\nDescription: Upon casting this spell, the target gains 3 Foreseeing Shields which remain with them for the duration of the spell. When successfully hit by an attack, the target of this spell may use their reaction, expending a Foreseeing Shield in the process, causing the attack to miss instead.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, you may instead select three creatures within 10 feet of you to benefit from the effects of this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forge Radiance\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Cleric, Druid, Sorcerer\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 30 Minutes\nComponents: V, M\nMaterial cost: a drop of mercury and a gold leaf\nDescription: You materialize on the tip of your fingers a fragile tiny mote of light. The mote can be shaped at any time by anyone who holds it, and it can take the form of any tiny object. The object still is made of pure light and it emits bright light in a 5 feet radius and dim light for an additional 5 feet. If you choose to make a dagger, an arrow, or similar objects you can attack with it, destroying it as soon as it hits a hard surface. In that case, the weapon or ammunition damage type becomes radiant.\nIf you cast this spell under direct sunlight (no clouds) its area of bright light becomes sunlight. If you cast this spell under direct moonlight from a full moon, shapechangers who enter the area of bright light must succeed in a Constitution saving throw or revert to their true form.\nWhen you reach 11th level, the area of both bright and dim light increases to 10 feet, and the damage increases by 1d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forget\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Indefinite\nComponents: V, S, M\nMaterial cost: the brain of a small creature\nDescription: When you cast this spell, choose one event, place, person, or otherwise that you know about, and they forget parts about it, or all of it. This can range from removing specific details, to simply wiping all reference to it from their mind. A target unwilling to forget may make a Wisdom saving throw to resist the effects of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Form Contract\nLevel: 6\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 12 Hours\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A Fiend and an item of at least 500 GP worth\nDescription: You have the ability to trap a fiend of CR 1 or lower inside a weapon, piece of armor, or a piece of jewelry. To do so, the caster must perform a 12-hour ritual that will have various effects, based on what item the fiend is sealed in.\nThe item becomes more powerful as the wielder levels up.\nSentience: The fiend retains its memories and personality, and can choose whether or not to help the caster. This makes keeping a good relationship with the Fiend a must. It also allows the caster to speak any languages the Fiend speaks and consult it telepathically about anything related to the lower planes, giving advantage in any Religion checks involving things such as the Demon Princes or Nine Circles of Hell.\nDark Armor: The Fiend provides a bonus to armor based on its CR. For example, an Imp sealed inside leather armor will have an AC of 11 + Dexterity modifier + 1 (the CR of an Imp).\nAt level 15, the armor grows more powerful and now provides a protective buffer against attack. At the start of your turn, you gain 1d6 temporary hit points for CR 1. Increasing to 1d8 for CR 2, 1d10 for CR 3, and 1d12 for CR 4.\nAt level 17, the armor gains even more power, and grants a resistance to slashing, piercing, and bludgeoning from non-magical weapons.\nHellish Weapon: The Fiend Provides a bonus to attack and damage based on its CR. For example, a dagger would be 1d4 + Dexterity Modifier + 1, if an imp were sealed inside it.\nAt level 15, the power of the weapon increases. It now deals necrotic damage based on the CR of the fiend. The Necrotic damage is 1d6 for CR 1. Increasing to 1d8 for CR 2, 1d10 for CR 3, and 1d12 for CR 4.\nAt level 17, the weapon grows in power one more time. Once per turn, you gain temporary hit points equal to the amount of necrotic damage you deal after an attack. In addition, the necrotic damage ignores resistance.\nUnholy Trinket: The Fiend allows the wielder to cast the spell Burning Hands as a 2nd level spell at will, without consuming spell slots or components. The spellcasting ability for these spells is Charisma and the wielder has a +1 bonus to the spell save DC and spell attack roll for these spells equal to the CR of the fiend.\nAt level 15, the trinket allows the wearer to cast Scorching Ray as a 4th level spell without consuming a spell slot or components. It regains the ability to do so after a short or long rest.\nAt level 17, it allows the user to cast Fireball as a 5th level spell without consuming a spell slot or components. It regains the ability to do so after a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level slot or higher, the CR of the Fiend you can seal increases by one. CR 2 at 7th. CR 3 at 8th. CR 4 at 9th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Form of Sea, Air, and Land\nLevel: 7\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a sapphire worth at least 500 gp\nDescription: You touch a willing creature, granting it the ability to travel at a high speed through any environment. The creature gains the following benefits for the duration:\nThe target gains a climbing speed of 60 feet, a swimming speed of 60 feet, a burrowing speed of 60 feet, and a flying speed of 60 feet, and its walking speed becomes 60 feet if it isn't already higher. The creature can use this burrowing speed to burrow through stone, and it can use this climbing speed to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, travelling through difficult terrain doesn't cost the creature any additional movement, and it has resistance to damage caused by difficult terrain, such as from a spike growth spell.\nOn each of the target's turns, it can take the Dash action as a bonus action.\nThe target can breathe normally in any environment, and it has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fortify\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: Touch/60 Ft\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a piece of iron\nDescription: A creature you touch gains 1d4 temporary hit points. On following rounds you can use your bonus action to grant another 1d4 temporary hit points to any creature. If it is a creature that doesn't have the temporary hit points, then they must be within touch range. The components for maintaining the spell becomes verbal and the range increases to 60 feet. This spell ends if you use your bonus action to do anything else. This spell also ends if the target is ever outside the spell's range.\nAt Higher Levels. The amount of temporary hit points granted increases by 1d4 for each level above 2nd level this spell is cast at."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Foster's Instant Anvil\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: a block and tackle\nDescription: You conjure a large heavy object in an unoccupied space 20 feet above a target you can see within range, before immediately dropping the object. A creature targeted by this spell may make a Dexterity saving throw to avoid the falling object. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone.\nAlternatively, you can choose a nonmagical object that isn't being worn or carried as your target to take this damage.\nThe heavy object persists for 1 minute after being dropped, although it may be damaged or destroyed by the impact depending on its composition. When the spell ends, whatever is left of the object vanishes into mist.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Foul Form\nLevel: 7\nSchool: Transmutation\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: the fingerbone of an undead, engraved with jewels worth at least 500gp\nDescription: You cause your form to adapt to the evil energies of the multiverse. For the duration, your skin appears to be decaying, you give off a sickening stench, and bile and slime ooze from your pores. While in this state, whenever you would take poison or necrotic damage, you take no damage, and instead regain hit points equal to half of the damage you would have taken before resistances and immunities. Any effect that would heal an undead creature also heals you.\nYou may communicate with undead creatures through rudimentary telepathy and body language, regardless of whether you speak the same language, and undead creatures with 14 or less Intelligence will not automatically attack you unless they are commanded to. Finally, for the duration, you may move freely through oozes and slimes, taking no damage in the process.\nThe average person will not interact with you in this state; on a failed DC18 Intelligence (Investigation) check, a creature will believe you are undead and will react accordingly.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour, and with a spell slot of 9th level, it increases to 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fountain of Night\nLevel: 2\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You call forth an intangible horror. It appears in an space that is a 5-foot cube you can see within range. Typically, the horror resembles a mass of shadows filled with writhing black tentacles and gnashing teeth, although it can appear as any sort of terrifying phenomena of your choice.\nUntil the spell ends, whenever you or a creature you can see moves into the horror's space for the first time on a turn or starts its turn there, you can cause the horror to attack the creature. When you do so, the creature must make a Wisdom saving throw. On a failure, the creature takes 2d8 necrotic damage and becomes frightened of the horror until the end of your next turn. On a successful save, the creature takes half as much damage and isn't frightened.\nAs a bonus action on your turn, you can move the horror up to 30 feet to a space you can see. Creatures which are immune to being frightened are also immune to damage from this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Franklin's Funny Missiles\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until Your Next Turn\nComponents: V, S\nDescription: You create three glowing darts of magical force which circle and swirl all around you, slowly growing larger and larger. At the start of your next turn, each dart hits a creature of your choice that you can see within range. A dart hitting this way deals 1d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. If you are unconscious or otherwise incapable of choosing the creature(s) to hit, the targets are instead chosen randomly or by the DM.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Freezing Burst\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Cube Or 5-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: A blast of freezing energy emanates from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and is chilled, giving it disadvantage on attack rolls and reducing its speed to 0 until the start of your next turn. On a successful save, a creature takes only half as much damage and isn't chilled.\nA creature killed by this spell is frozen solid until it thaws.\nThis spell freezes any puddles of water caught in its area that are 1 inch or less deep, turning them into slippery ice[1] until they melt.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nSize \ud83d\udd17\n10 ft. cube/5 ft. radius\n15 ft. cube/10 ft. radius\n20 ft. cube/15 ft. radius\n25 ft. cube/20 ft. radius\n30 ft. cube/25 ft. radius\n35 ft. cube/30 ft. radius\n40 ft. cube/35 ft. radius\n45 ft. cube/40 ft. radius\n50 ft. cube/45 ft. radius\n55 ft. cube/50 ft. radius\n\n\nCold Damage \ud83d\udd17\n1d8\n2d8\n3d8\n4d8\n5d8\n6d8\n7d8\n8d8\n9d8\n10d8\n\n\nCasting Time\n1 action\n\u2014\n1 bonus action\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\nCold Damage. If the spell is upcast so that amount of cold damage is 4d8 or higher, any water or liquid that is principally water (excluding water-based creatures) that overlaps with the spell's area is frozen solid. A creature that fails its Constitution saving throw while in an area that would be frozen is restrained, while a creature that succeeds prevents the space of water they occupy from freezing. A restrained creature can repeat the Constitution saving throw at the beginning of each of its turns, melting the ice in its space with its body heat and ending the condition on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Freezing Clutch\nLevel: 1\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 4 Hours\nComponents: M\nMaterial cost: the finger of a creature you've killed\nDescription: After touching an object that is not being carried or worn, you place a curse on it that harvests the cold regrets of a creature that you've killed. The next creature that attempts to pick up the object must succeed on a Wisdom saving throw or be grabbed by a ghastly transparent claw manifesting from the object. The claw deals 2d4 cold damage and 1d4 necrotic damage when this happens. If the Wisdom save succeeds, no necrotic damage is dealt, the cold damage dealt is halved, and the claw manifests only to slap whoever picks up the object"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Freezing Gale\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of snow\nDescription: A line of freezing strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Additionally, a creature that enters the spells area for the first time during a turn or ends its turn there must make a Constitution saving throw, taking 3d6 cold damage on a success or half as much on a failure..\nA creature killed by this spell becomes a frozen statue until it thaws.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Freidyne\nLevel: 3\nSchool: Evocation\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: With a somatic gesture, you evoke a spherical blast of white light at a point within range. Each creature in a 20 foot radius sphere centered on that point must make a Constitution saving throw. A target takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures have disadvantage unless they are a celestial, construct, dragon, or undead.\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frenzy\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Paladin, Warlock\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of bull's blood\nDescription: You whip creatures of your choice within range into a supernatural battle frenzy. Each creature who isn't willing must make a Wisdom saving throw to resist the effect.\nEach affected creature gains the following benefits:\nWhenever it would take the Attack action, it may make one additional weapon attack.\nIt can't be charmed, frightened, or put to sleep.\nIts movement speed increases by 10 feet.\nIf it gets reduced to 0 hit points, it doesn't drop unconscious until the spell ends; It still makes death saving throws each turn as normal.\nEach unwilling creature that failed its saving throw additionally suffers the following effects:\nIt is consumed with blind bloodlust, and is unable to tell friend from foe.\nIt must use its actions and movement on each of its turns to move toward and attack the nearest creature it can see.\nThe spell ends for a creature if it gets knocked unconscious, or didn't receive or deal any damage since the beginning of its last turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Friends, Variant\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You attempt to convince a humanoid that you can see within range that you are a friend. It must make a Wisdom saving throw, and it succeeds if you or your companions are fighting it. If it fails the saving throw, you have advantage on all Charisma checks against it until the spell ends or until you or your companions do anything harmful to it. The creature regards you as a friendly acquaintance. When the spell ends, the creature is unaware that you used magic on them. If the creature succeeds on its saving throw, you cannot cast this spell on them again for 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frigid Darkness\nLevel: 2\nSchool: Necromancy\nClasses: Druid, Shadowcaster, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A sphere of darkness shoots out towards the target, make a ranged spell attack, on a hit, the target takes 1d10 cold damage and 1d10 necrotic damage and has its base walk speed reduced by 5 feet until the target either spends 1 round next to a source of heat, casts a spell which deals fire damage, or is the target of a spell which deals fire damage.\nIf you have mastery of the Coldness of Night path, this spell deal an extra 1d4 cold damage if the target is in an environment where the surrounding temperature is below freezing and an extra 1d4 necrotic damage if the spell was cast at night"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frigid Javelin\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: You cut yourself, causing the blood flowing from you to freeze, assuming the shape of a javelin on your empty hand. Make a ranged spell attack against a creature you can see. On hit, you cause 3d6 piercing damage and 1d6 cold damage.\nIn addition, the target must succeed on a Constitution saving throw after being hit by the javelin, being stunned until the end of your next turn on a failed save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the piercing and cold damage increase in 1d6 for each spell slot spent after the 2nd-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frigid Rebuke\nLevel: 3\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When Hit By An Attack From A Creature You Can See\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter a string of magical words and a momentary blizzard surrounds the creature that attacked you. The creature must succeed on a Dexterity saving throw or take 8d6 cold damage and suffer disadvantage on attack rolls against you until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frigid Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon is enshrouded in freezing energy, and the attack deals an extra 3d8 cold damage to the target. Additionally, the target is restrained by ice for 1 minute. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nAt 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: From the Brink\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Reaction, Which You Take When A Creature Within Range Is Reduced To 0 Hit Points\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: The triggered creature regains hit points equal to 1d4 + your spellcasting ability. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frost Bolt\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a ball of magical frost at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. This spell\u2019s 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: Frost Breath\nLevel: 1\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: As you hold your hands with thumbs touching and fingers spread then blow outward through the gap between your hands, a sheet of shimmering, impossibly cold mist and ice crystals shoots forth from the gap in front of your mouth. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half of 2d6 cold damage on a successful one. The damage inflicted by this spell on a failed save is considered to be critical damage, and features and traits that trigger on critical hits can trigger on creatures that fail their saving throw against this spell, however this spell's damage on a failed save cannot be made critical by any features or traits that would otherwise cause it to be, as it is already considered to be critical damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage on a failed save increases by 2d6 and the damage roll on a successful save increases by 1d6 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frost Strike\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: S\nDescription: You fill your weapon with the chill of death. The next time you hit a creature with a melee weapon attack before this spell ends, that attack deals an extra 1d8 cold damage and the target\u2019s speed is halved until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frostball\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small snowflake\nDescription: A small ball of blue and white energy leaves the tip of your finger and flies to a point you can see within range, exploding upon impact with a sharp crack and covering surfaces in a 20-foot-radius sphere centered on that point with snow and frost. Each creature in that area must make a Constitution saving throw. A target takes 5d8 cold damage on a failed save, or half as much damage on a successful one. Until the end of your next turn, a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or slip on the ice coating and fall prone.\nAt 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: Frostfall\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Miles\nDuration: Concentration, Up To 24 Hours\nComponents: V, S, M\nMaterial cost: a perfectly preserved snowflake\nDescription: The temperature in the area within the spell's range centered on you begins to plummet, causing increasingly severe and cumulative weather conditions based on how long you maintain concentration on this spell. As long as you maintain concentration, you are immune to these weather effects.\nAs an action at any point while concentrating on this spell, you can choose a point on the ground within the spell's area. A 500-foot high, 40-foot radius cylinder filled with a freezing aura appears centered on that point. The weather within the cylinder counts as one stage greater than the weather within the rest of the spell's area. Creatures that start in the area are chilled and have their speed halved, while creatures that end their turn in the area take 6d6 cold damage. At the start of your next turn after choosing the point, a freezing comet plummets from the sky and impacts everything in the previously designated cylinder. All creatures within the cylinder must succeed on a Dexterity saving throw, taking 20d6 bludgeoning damage and 20d6 cold damage on a failed save, or half as much on a successful one. The cylinder then dissipates.\nYou may attempt to manually escalate the weather stage while concentrating on this spell once on each of your turns. Make a spellcasting ability check (DC 19 + the next stage). On a success, you increment the weather's stage by 1. On a failure, you receive one level of exhaustion.\nStage 1. (1 minute) Light snowfall begins to occur in the area, limiting visibility to 500 feet.\nStage 2. (10 minutes) The area within the spell is now difficult terrain due to snow buildup. In addition, water within the area has turned into ice.\nStage 3. (1 hour) Heavy snowfall begins. Visibility within the area is limited to 100 feet and creatures within the area experience the effects of extreme cold.\nStage 4. (8 hours) The weather escalates into a blizzard that fills the area. The blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover. Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements. Additionally, the temperature has become supernaturally chilling. All creatures that end their turn in the area while exposed to the elements take 4d6 cold damage. A creature killed by this damage becomes a frozen statue.\nIf at any point the spell ends, the weather effects begin decrementing backwards with inverse durations. For example. if the spell ends at Stage 4, it takes 1 minute to go to Stage 3, 10 minutes to go to Stage 2, 1 hour to go to Stage 1, and 8 hours for Stage 1 to finally end. This spell can't be targeted by dispel magic."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frostfire Bolt\nLevel: 2\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet.\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a glowing bolt of burning, smoking, purple ice that impales, freezes, and scorches your foes.\nA flaming spear of ice bursts forth from your hand, scorching and impaling the target. Make a ranged spell attack against the target creature in range. On a hit, that creature takes 3d6 cold damage and 3d6 fire damage. This damage is considered piercing, in addition to its regular elemental types. Targets that are hit by this spell must make a Constitution saving throw or have their speed reduced by 10 feet for 1d4 rounds. targets already slowed by this spell cannot be slowed by it again while currently slowed. This spell ignites flammable objects.\nAt Higher Levels.\nWhen you cast this spell using a spell slot of 3rd level or higher, the cold damage or the fire damage (your choice) increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Froststrike\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a small block of ice or other frozen liquid\nDescription: You enhance your next attack with the bitter cold of ice itself.\nThe next time you make a melee weapon attack against a creature, you can use your spellcasting ability modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition, the targeted creature's speed is reduced by 10 feet and the attack deals cold damage instead of its normal damage type. You do not receive these bonuses if you do not take the attack action during the turn you cast this spell, as the cold ice around the blade disperses.\nThe amount that the targeted creature deducts from its speed increases when you reach the 5th level (15 feet), 11th level (20 feet), and 17th level (30 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frostwave\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Circle Or 15-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A spray of crystal laden cold sweeps out from you to deter movement. When casting this spell, you choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain.\nA creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check.\nWhen the spell ends, the frost dissipates harmlessly"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frozen Armament\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a handful of ice and a nonmagical weapon\nDescription: You magically coat a weapon you touch with a bluish-white sheen that is freezing cold. That weapon's damage increases by 1d6 cold damage for the duration.\nThis spell\u2019s 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: Frozen Blood\nLevel: 3\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You flick your hand at a creature that has taken slashing or piercing damage since the end of your last turn, freezing the fresh blood. They take 2d6 cold damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn. A creature stunned in this way takes an additional 4d6 cold damage at the end of their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the later damage is increased by 1d6 for each slot level above 3rd, and the initial damage is increased for every two slots levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frozen Defenses\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Hit By An Attack\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tiny silver figurine, worth at least 50 gp, which the spell consumes.\nDescription: You become a statue of ice for a few seconds, nullifying oncoming attacks and chilling nearby creatures to the core.\nYou become a statue of ice. Until the beginning of your next turn you are petrified and have vulnerability to fire damage. This damage resistances from being petrified apply against the triggering attack.\nIn addition, each creature within 10 feet of you must make a Constitution Saving Throw. The creature that struck you has disadvantage on this saving throw. On a failure, the creature takes 6d6 cold damage, and cannot move. The creature can repeat this saving throw at the beginning of each of its turns to restore its ability to move.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frozen Fragment Field\nLevel: 3\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You create a large chunk of ice that breaks into 8 smaller pieces of ice to float around a creature or object you can see within range. If the target is unwilling, it must succeed on a Dexterity saving throw to avoid being surrounded by the ice.\nWhile the target is affected by the spell, each time it makes a ranged weapon attack roll or a ranged weapon attack roll is made against it, one piece of ice moves to intercept the attack, causing the attack to automatically miss and destroying the chunk of ice in the process. If the attack is capable of dealing 11 or more damage, the piece of ice instead reduces the damage dealt by the attack by 10. If all 8 pieces of ice are destroyed, the spell ends early.\nWhile there is at least one piece of ice, you can use a bonus action to change the target of this spell to another creature or object within 30 feet of the current target, which can choose to make a Dexterity saving throw to avoid being surrounded by the ice.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, 2 additional pieces of ice are created for each spell slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frozen Tomb\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You wave your hand and entomb a creature you can see within range in ice. The target takes 6d10 cold damage and becomes encased in ice, and each creature within 15 feet of the target must succeed on a Constitution saving throw or take 4d10 cold damage. While encased in ice, the target is restrained and has resistance to all damage. At the end of each of its turns, the target can make a Constitution saving throw, ending the spell on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fulgur\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You invoke arcane lightning, smiting a group of opponents within range. Choose a point within range: all creatures within a 5-foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage.\nAt Higher Levels. This spell\u2019s damage 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: Full Counter\nLevel: 9\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Any Weapon\nDescription: When you cast this spell, every time a creature makes an attack roll against you or forces you to make a Dexterity saving throw to avoid damage from an effect that targets you (but not an area), you can use your reaction to cause that attack to fail.\nAs part of the same reaction, you can release that attack back against your aggressor, if you are able to see it, up to a range of 120 feet. The aggressor must succeed on a Dexterity saving throw, or take damage equal to twice the damage of the original attack.\nWhile this spell is active, you can't use your action to make attacks or cast spells that force other creatures to make a saving throw. Taking any of those actions end the spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Furious Charge\nLevel: 0\nSchool: Abjuration\nClasses: Bard, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a shield of force on your shoulder and ram into a creature you can reach. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 1d4 + your Strength modifier, and if it is Medium or smaller must make a Strength saving throw. On a failed save, the target is pushed 10 feet directly away from you and knocked prone.\nYou can instead cast this spell as a bonus action after you have used your action to dash, and have moved at least 10 feet straight towards the target of your attack.\nAt 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: Furious Unleashment\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action Or 1 Reaction\nRange: Self (25-Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash your fury and a powerful lighting emerges from your amygdala that strucks yourself and others around you. You and each creature within 25 ft. of you take 6d6 lightning damage.\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 2d6 for each slot level above 3th and you can roll a Charisma saving throw of DC 10 to take only quarter of the total damage of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fusion Grenade\nLevel: 3\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Radius)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: You can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 Fire damage, the target also takes 3d8 Radiant damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Radiant damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. If 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: Gaiastrike\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Calling forth from the land around you, your weapon seems to grow armor and becoming sharper, hardening to be stronger than steel.\nAs 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. This attack gains a +1 to hit. On a hit, you add your spellcasting modifier in addition to your Strength or Dexterity modifier to the damage roll of the attack.\nThe spell\u2019s damage increases by 1d6 when you reach 5th level (1d6 + your spellcasting modifier), 11th level (2d6 + your spellcasting modifier), and 17th level (3d6 + your spellcasting modifier)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gale Arms\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: One weapon that you are holding is enveloped in whirlwinds. For the duration, the weapon ia magical if it wasn't already, and it also has a +1 bonus to attack rolls and deals an extra 1d6 force damage on a hit.\nIn addition, ranged attacks made with it the affected weapon ignore disadvantage caused by long range, being within 5 feet of the target, being underwater, or the effects of wind, and it returns to one of your free hands at the end of your turn if it has the thrown property.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gale Arrows\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 force damage. The spell\u2019s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Galvanize\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You heal a target creature for a number of hit points equal to 2d6 + your spellcasting ability modifier, and grant them a number of temporary hit points equal to the healed amount for up to 1 minute.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the heel amount increases by 1d6 for each spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gamma Radiation\nLevel: 8\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Warlock\nCasting time: 1 Minute\nRange: 150 Ft.\nDuration: Instantaneous\nComponents: S\nDescription: You create a radioactive sphere of gamma radiation. All creatures within the sphere make a Constitution and a Dexterity saving throw\nIf the creature fails the Constitution saving throw, the target is transformed into a Fomorian for 5 minutes (keeping ability scores when lower than the Fomorian's). If a target is transformed, it can't take reactions, it can only walk up to half it's speed and it has disadvantage on attack rolls.\nOn a failed Dexterity saving throw, the creature takes 2d8 poison, 4d8 force, and 6d8 necrotic damage or half as much on a successful one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gaslight\nLevel: 2\nSchool: Enchantment (Ritual)\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until Dispelled\nComponents: V\nDescription: One creature within 60 feet and actively engaged in conversation with you must succeed on a Wisdom saving throw. On a failed save, you alter its memories, based on a single sentence you say. This doesn't affect what it currently can perceive, only past experiences or recollections.\nIf the creature encounters any experience or information that conflicts with the altered memories, it must make another Wisdom saving throw,taking 2d6 psychic damage on a failed save, or ending the spell on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 psychic damage for every slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gather\nLevel: 6\nSchool: Conjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Instantaneous\nComponents: V\nDescription: Choose up to four creatures within range that you have seen before or know of by name. The selected creatures are each teleported to an unoccupied space of your choice that you can see within 60 feet of you. This space must be on the ground or a floor. An unwilling creature can make a Wisdom saving throw to resist this effect.\nAt Higher Levels. If you cast this spell using a spell slot of 7th level, you can choose up to 9 creatures within a distance of 1 mile. With a spell slot of 8th level, you can choose up to 16 creatures within a distance of 10 miles. With a spell slot of 9th level, you can choose up to 25 creatures within a distance of 100 miles."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gaze of War\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: S\nMaterial cost: direct eye contact\nDescription: Target one humanoid within range, who must make a Wisdom saving throw, or be persuaded (charmed) to wretchedly hate the first person they see, for one hour. This person cannot be the spell caster, or anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gem Containment\nLevel: 8\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Round\nRange: 20 Feet\nDuration: Instantaneous\nComponents: None\nDescription: You summon forth swirling energy towards your target that tries to imprison it.\nAs a part of casting this spell, you must make a\nCharisma (Performance) check. The DC for this check is\nequal to 10 + the target's Challenge Rating. this is lowered based on your gem as shown in the table below.\nOn a success, you correctly perform the technique, adjusting it to the power of\nthe creature you're targeting. If you fail, nothing happens and the spell fails. If the Performance\ncheck is failed by 5 or more your gem gets destroyed.\nYou target a single creature within range. The target must\nmake a Charisma saving throw. Against your spell save DC + Your gem as seen on the table below.\nOn a failure, the target is sucked into the gem for a number of rounds equal to\nyour Spellcasting modifier. + The Gem rounds as shown at the table below.\nOnce a creature is contained, you\ncan use another action to place the binding curse on the gem, making it near impossible for the target to escape.\nIf the cost of the gem is 500 or lower.\nThe target can repeat their Charisma saving throw to escape the gem once a year, ending the effect on a success.\nIf the cost of the gem is higher then 500 they can not.\nAdditionally, if the curse is removed or the containment gem is broken, the effect ends.\nOnly 1 target can be sealed per gem. And a cursed gem can not be used or formerly be used by any form or type of magic\n\nTable: Gem sealing Power\n\n\nPrice\n(Performance) check DC\nSpell save DC Bonus\nGem Rounds\n\n\n10-50 GP\n-0\n+0\n+0\n\n\n50-100 GP\n-1\n+1\n+1\n\n\n100-500 GP\n-3\n+3\n1d4\n\n\n500-1000 GP\n-4\n+4\n1d6\n\n\n1000-5000 GP\n-5\n+5\n1d8\n\n\n5000+ GP\n-10\n+10\n1d20"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: General Inventory\nLevel: 6\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle\nDescription: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, sack, or room made of any material as long as it can fit within a 30 foot cube. Really anything that isn't alive but contains things that are not part of itself can be considered a container.\nYou instantly become aware of every item and it's quantity that the container holds.\nIf there is any item you have never encountered before, you are aware of it's approximate shape and size, but not it's name or purpose.\nYou become aware of the approximate market value of any and all valuable items.\nIf any item is magical, you detect which items are magical and their properties as if identified with the Identify spell.\nIf there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked, or magically protected against divination with a 6th level or higher spell.\nYou become aware of the exact position of each individual items inside the container.\nAny knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times four."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Genesis\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Week (8 Hours/Day)\nRange: 180 Feet (See Text)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a crystalline sphere\nDescription: The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.\nThis spell can be cast only on the Ethereal Plane. Upon casting the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.\nThe spellcaster determines the environment within the demiplane when they first cast genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if they desire such. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Genetic Reshuffle\nLevel: 4\nSchool: Necromancy\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: part of the target's body, which the spell consumes\nDescription: You target one creature in range, and begin to rewrite their DNA on the fly. Very poorly.\nRoll 3d6. If this is equal to or greater than the target's current hit points, their body explodes into a massive ball of meat, two size categories larger than their normal size. They essentially die instantly, and can only be revived by divine intervention, the wish spell, or similar effects. The spell then ends.\nIf it is not above their current hit points, at the start of your next turn, you roll again, but add 2d6 for every round you've been concentrating beyond the first.\nThe spell fails if the target is a creature not at least partially made of flesh.\nAt Higher Levels. When cast at 5th level or higher, add an extra 1d6 for every round you've been concentrating, for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gentle Impact\nLevel: 2\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: At the moment of impact, during a fall, flight or after being thrown, you may cast this spell as a reaction, creating a protective shell around you preventing damage. At the same time, the shell explodes, creating a shockwave that does damage in an area, based on the speed you were travelling.\nCreatures in the AOE (Area of effect) must make a Strength saving throw against the intensity of the shockwave. DC = 10 + 2 for every 10ft moved during that turn. On a failed Saving throw the creatures are pushed back 5 feet and knocked prone.\nIf you would collide with a creature they automatically fail the saving throw, if the creature is considered Large have disadvantage on their saving throw.\n(E.G. In D&D, movement is measure in \"feet per turn\". When you are flying you are travelling at 60 feet per turn. For this spell, that would affect an area of 20 feet and deal 2D10 in shockwave damage)\nTo calculate your speed from falling use the following: For every 30 feet travelled the Spell Shockwave AOE equals 10 feet and ShockWave Damage equals 1D10. After 180 feet of travel during a single turn, Maximum Damage and AOE is reached. AOE is 60 Feet and 6D10 Damage. This would also carry a DC to avoid equal to 22. If you can somehow accelerate to a speed beyond 180 feet you can not increase this spells damage.\n(Who wants to do that much math"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Geyser\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: On a 5-foot-square of land you can see within range, you create a cylinder of water 5 feet wide and up to 20 feet tall. This pillar persists for the duration or until you cast the spell again. The water is created at the pillar's bottom, rushes upward vertically like an inverted waterfall, and disappears at the top of the pillar. The top of the pillar is consistently flat, and the upwardly rising water enables it to be treated as solid ground by most creatures. Any Medium or smaller creature inside this pillar of water, or enters it at any point, is instantly soaked and harmlessly carried to the top of the pillar. Such a creature can move off the pillar's top, but is subject to the perils of falling as it would be with walking off any sheer cliff.\nA creature of Large size or greater is still soaked but isn't forced to move. It treats the pillar of water as difficult terrain unless it has a swim speed.\nYour DM may determine that this spell affects a dense creature (like animated armor) as though it was Large, or lightweight Large creatures (like an air elemental) as though it was Medium.\nAny ranged weapon attack that enters the pillar's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the pillar to reach its target.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pillar's width increases to 10 feet. You can also increase the height by 10 feet per spell level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ghost Puppet Creation\nLevel: 2\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: While The Puppet Doesn'T Break.\nComponents: V, S, M\nMaterial cost: 10 gp, a piece of a coal, six pieces of medium wood, a drop of blood, incense worth at least 10sp\nDescription: You create a rustic wooden doll that has magical inscriptions made of gold, coal and blood that allows a lost soul to possess it. When the ritual ends, a soul that was attracted by the incense possesses the puppet and begins to obey your orders. You can control a maximum of one puppet at a time.\nThe puppet rolls it's own initiative in combat. If the puppet's owner commands it with a bonus action to attack an enemy, the puppet will attack that enemy untill it's dead or untill recieving a new command. If the puppet's target dies and it doesn't recieve a new order, it will randomly attack a new enemy without having to be commanded again.\nThe owner can use a bonus action to order the puppet to enter a defensive instance, attacks made against the puppet while on this position are made with disadvantage.\nThe puppet can't move more than 60ft away from the owner, otherwise the captured soul escapes. The user can feel the puppet's location while within this distance.\nGhost Puppet[edit]\n\n\n\nMedium construct, unaligned\n\n\nArmor Class 14 \nHit Points 16 (4d6) \nSpeed 15 ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n12 (+1)\n\n17 (+3)\n\n14 (+2)\n\n7 (-2)\n\n9 (-1)\n\n2 (-4)\n\n\nDamage Vulnerabilities fire, radiantDamage Immunities poisonCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses darkvision 60 ft., passive Perception 9\n\nLanguages understands the languages of its creator but can't speak\nChallenge 1/2 (100 XP)\n\n\nAntimagic Vulnerability. The Ghost Puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Ghost Puppet must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\nProtection When in a defensive position, the puppet can take the damage the owner would take.\n\nACTIONS\nPunch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.\n\nAt Higher Levels.When you cast this spell using a spell slot of 3nd level or higher, add 1d6 to the Puppet health points and +1 to the damage, for each spell slot above 2st Level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ghostly Encirclement\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: 13 tiny mirrors\nDescription: You create 13 ghostly shifting images of yourself encircling up to 3 creatures within 5 foot proximity, obscuring where you actually are. If you cast this on more than one creature, the creatures must be within 5 feet of each other. You create 13 images of your self swirling around and encircling the target of your spell. The target of your spell is one creature, and may affect up to two other creatures next to them. Your 13 images swirl around the target(s).\nAttacks On You\nEach time one of the creatures tries to attack you or cast a spell on you they have a 1/12 chance of targeting you rather than targeting one of your copy illusions. A roll of 1 on 1d12 means they have targeted you. All attacks by any of the creatures affected on you are considered to be at a range of 5 feet. The spell ends if the target moves more than 10 feet from you.\nTarget Movement\nIf the target creature moves, the spell drags you along with them as a reaction unless their movement exceeds yours by 10 or more feet per turn or you choose to end the spell.\nYour Movement\nOn your move, you may move anywhere within 5 or 10 feet of the target creature as long as there is no creature in the space you want to move to.\nAffected creatures do not get opportunity attacks when you move this way.\nUnaffected creatures do get opportunity attacks.\nThe spell ends if you move more than 10 feet from the target creature.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you may affect one additional creature within 5 feet of the target creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ghostly Hands\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a few grains of dirt from a graveyard\nDescription: You touch a willing creature and cover its hands with ghostly energy. For the duration, the first unarmed strike the creature hits with on each of its turns deals an additional 1d8 necrotic damage.\nThis 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: Ghoul Touch\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small scrap of cloth, wrapped around your hand when you touch the target\nDescription: You touch a living creature to imbue a minor magical strain of undeath, paralyzing it. The target must succeed on a Constitution saving throw or become paralyzed for the spell's duration. Constructs and undead automatically succeed on this saving throw.\nA creature paralyzed with this spell exudes a terrible stench that effectively nauseates all other creature within proximity. During the spell's duration, when a creature first enters or starts its turn within 5 feet of the paralyzed creature, it must succeed on a Constitution saving throw or become poisoned until the start of its next turn. Constructs and undead automatically succeed on this saving throw"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gilded Wave\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (20-Foot-Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 20 feet of you must make a Constitution saving throw, getting knocked prone and taking 5d6 thunder damage and your choice of 5d6 radiant or 5d6 force damage on a failed save. A creature that succeeds on its saving throw takes half as much damage and isn\u2019t knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacial Armor\nLevel: 8\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a small crystal\nDescription: You grow in size and at the same time, your flesh turns into animate ice, making you into a living glacier. Your size doubles in all directions, and your weight is multiplied by 8. This growth increases your size by one category \u2014 from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Any equipment you have is merged into your glacial form and has no effect.\nUntil the spell ends, you have advantage on Strength checks and Strength saving throws, and you have immunity to cold damage. Your AC becomes 18, if it isn't already higher. At the start of each of your turns, each creature within 5 feet of you takes 3d6 cold damage. A creature that touches you or hits you with a melee attack while within 5 feet of you also takes 3d6 cold damage. Your unarmed strikes are magic weapons which deal 2d6 bludgeoning damage and 2d6 cold damage, and you have a +3 bonus to attack and damage rolls you make with unarmed strikes"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacial Blast\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small ice crystal\nDescription: You exhale a blast of freezing mist at a target in range. The target must make a Dexterity saving throw. The target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.\nIf the target of this spell fails the saving throw it is encased in ice and becomes restrained. A creature restrained by the ice can use an action to make a Strength saving throw against your spell DC. On a success, it frees itself ending the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d8 cold damage for every spell slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacial Crash\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small fragile rock or a piece of ice\nDescription: You conjure a large chunk of ice and launch it at a creature in range. The target must make a Dexterity saving throw, taking 1d12 bludgeoning damage and 1d12 cold damage on a failed save. On a succesful save, the target instead takes 1d4 piercing damage from the shards of ice"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacial Pass\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a clear gemstone worth at least 10 gp\nDescription: You create a wave of ice shards that rise out of the ground along a line 5 feet wide and 30 feet long. When you cast this spell, you can choose to teleport to an unoccupied space that is completely within this area, halting the advance of the wave up to that point and thus shortening the line. Each creature in the spell's area must make a Dexterity saving throw, taking 2d10 piercing damage and 3d6 cold damage on a failed save or half as much on a success. The shards leave a wake of ice in their path, causing the ground in the area to become difficult terrain until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacier\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Foot Cone\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 5 cubic feet of ice consumed on casting\nDescription: You put your hand to the ground and then spikes of ice blast out of the ground.\nAll creatures in the cone must make a Dexterity saving throw. A creature in the cone takes 15d6 cold damage and 15d6 piercing damage on a failed save, or half as much on a successful one. If a creature fails the Dexterity saving throw, they must make an additional Strength saving throw. On a success of this second saving throw, the creature stands their ground. On failure of this second saving throw, the creature is launched 50 feet into the air and knocked prone upon landing.\nThe ice spreads around corners"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glacies\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You invoke arcane frost, freezing dry an adversary and their allies. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. Creatures within 5 feet of the target take half damage.\nAt Higher Levels. This spell\u2019s damage and radius increases by 5 ft and 1d10 at 5th level (2d10; 10 ft), 11th level (3d10; 15 ft), and 17th level (4d10; 20 ft)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glare\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A small beam of holy light is directed from you towards an enemy. Make a ranged spell attack. On a hit, the target takes 1d8 radiant damage. Glare illuminates the area 30 feet around its travel path if going through darkness or dim light.\nThe damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glass Cannon\nLevel: 4\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an area of natural sand at least 5 ft. by 5 ft.\nDescription: You transmute the surface sand \u2013 at an unoccupied space you can see within range \u2013 into a cannon made of glass. It turns back into sand when it reaches 0 hit points or when the spell ends. The glass cannon is a piece of siege equipment and its statistics can be found at Glass Cannon (5e Equipment).\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the glass cannon deals an extra 1d6 slashing damage for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glass Form\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You choose an amount of glass that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\nYou move the glass up to 5 feet in any direction. This movement doesn\u2019t have enough force to cause damage.\nYou instantaneously melt or harden the glass.\nYou instantaneously shatter or mend the glass.\nYou cause the glass to form into crude shapes or animate at your direction for 1 hour.\nYou change the glass\u2019 color or opacity for up to 1 hour.\nIf you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glass Storm\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small orb of glass, which is consumed by the spell\nDescription: You lob an orb of glass imbued with magic at a point within range, which shatters into a 15-foot-radius storm of tiny glass shards that lasts for the duration. The affected area becomes difficult terrain.\nCreatures that enter the affected area or begin their turn within it must make a Dexterity saving throw. A target takes 3d4 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 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: Gliding Light\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a hawk tail feather and a bit of gold dust\nDescription: You summon an orb of light which distorts gravity and velocity.\nYou conjure an orb of golden light in front of you. Choose a point you can see within range. The orb flies to the chosen point, and tendrils of golden light shoot out in all directions, waving gently. They form a 15-foot-radius sphere, and the area they occupy shimmers faintly with golden light. If the point chosen is \u2018self,\u2019 the spell remains anchored to you and moves with you as you move.\nWhile the spell lasts, creatures within the affected area are weightless and can move through the air as if it was water, gaining a flying speed equal to half that creature\u2019s walking speed. Objects that interact with the space the spell occupies react as they would if they had come in contact with water; for instance, arrows that fly into the space are slowed and begin to gently tumble. Objects and creatures within the spell\u2019s area do not move with the spell and will fall if no longer within the affected area.\nCreatures that fall due to either moving outside the boundaries of the area or due to the spell ending must make a dexterity saving throw. Creatures that succeed land on their feet and are not affected by normal fall damage.\nThis spell extends around corners, is unhindered by liquids, but cannot pass through solid objects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glintstone Pebble\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small chunk of glintstone\nDescription: A small pebble-sized rock of the material glintstone shoots at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage.\nThis spell\u2019s 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: Glitterdust\nLevel: 5\nSchool: Conjuration\nClasses: Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: ground mica\nDescription: Choose a point within range. A cloud of golden particles covers everyone and everything within a 10-foot radius of that point, blinding creatures. Everyone and everything within the area is covered by the dust, which cannot be removed and continues to sparkle until it fades.\nFor the duration, any target covered by the dust has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible.\nEach target that is a creature must succeed on a Wisdom saving throw or become blinded for the duration. At the end of each of a target's turns, it may repeat its saving throw, ending the blindness on a success.\nAt Higher Levels. The sphere's radius increases by 5 feet for every two levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph of Oath-binding\nLevel: 5\nSchool: Abjuration\nClasses: Bard, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Until Dispelled Or Triggered\nComponents: V, S, M\nMaterial cost: A signed contract, incense, and powdered diamond worth at least 500 gp, which the spell consumes\nDescription: When you cast this spell, you inscribe a glyph on a humanoid's body. The humanoid must state their oath as a part of casting. If casting on more than one person, all of the targets must approve of the oaths for the spell to succeed. If the spell fails only the signed contract and incense are consumed.\nThe glyph is visible as if tattooed into the skin. The glyph is triggered if the oath-bound attempts to break its oath. When triggered, the oath-bound must make a Wisdom saving throw. If it fails the saving throw, it is unable to break the oath if possible. Also when the glyph is triggered, a short message stating that an attempt was made will be sent to you and all other targets of this spell as if the oath-bound used the spell Sending. However, no one may answer the message in the same way.\nThe caster must choose whether to include a penalty. If the caster chooses to include a penalty and the oath-bound passes the saving throw, a glyph of warding with explosive runes will appear in place of the original glyph. The trigger for this new glyph will be the oath-bound breaking their oath. If the glyph of warding is triggered, the oath-bound does not get a saving throw.\nIf cast on more than one person, the glyph is dispelled on all other targets if an oath-bound breaks their oath.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional humanoid for each slot level above 5th. Also, the damage of the explosive runes glyph increases by 1d8 for every two slot levels above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph of Pain\nLevel: 0\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a quill\nDescription: You scribe an arcane glyph in the air in front of you and launch it at a creature in range. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 psychic damage. If you are missing any hit points, the target instead takes 1d12 psychic damage.\nAt Higher Levels. The spell creates more than one glyph when you reach higher levels: two glyph at 5th level, three glyph at 11th level, and four glyph at 17th level. You can launch the glyph at the same target or at different ones. Make a separate attack roll for each glyph"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph of Teleportation\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, M\nMaterial cost: gem powder worth at least 50G which the spell consumes\nDescription: When you cast this spell, you inscribe a glyph either upon a surface (such as a table or a section of floor or wall) or an object ( such as a dagger or a piece of parchment) as wall as a corresponding glyph on you skin. You trigger a glyph by focusing on it and casting this spell again (material components are not required to cast the spell this way).\ntriggering a glyph either teleports you, a willing creature, or an object to it's location or if the glyph is on an object you may teleport the object to you, objects teleported this way must weigh less then 10 pounds.\nThe glyph is nearly\u00a0invisible\u00a0and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nAt Higher Levels. you can bring an additional creatures equal to the number of levels above 3rd or increase the weight of the object you teleport by 10 pounds per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph of Tracking\nLevel: 1\nSchool: Divination\nClasses: Artificer, Bard, Wizard, Sorcerer, Ranger\nCasting time: Varies\nRange: Touch\nDuration: Until Dispelled Or Varies.\nComponents: V, S, M\nMaterial cost: Any piece of parchment with glyph symbol inscribed\nDescription: When you cast this spell, you inscribe a glyph, no larger than a few inches wide, either upon a target (such as a creature) or within an equipped object (such as a weapon, a shield, or an artifact) to conceal the glyph.\nThe glyph blends itself onto whatever surface it is inscribed on requires a successful Wisdom (Perception) check against your spell save DC to be found once this spell expires, the glyph disappears.\nOnce inscribed, the glyph will grant you insight into the target's approximate location, no matter the distance, and grant vision within 10ft of where it is inscribed until dispelled or exceeds its duration. While under the effects of spells that would disable or obscure information from scrying, such as antimagic field, this glyph becomes disabled for the duration. However, it will still persist for the duration. This Glyph cannot track a creature on a different plane of existence. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.\nWhen you inscribe the glyph, choose Hasty Glyph, Smart Glyph or a Lingering Glyph.\nHasty Glyph. This glyph can be placed as a reaction to any physical interaction between you and another creature or surface. The physical interaction can be anything as simple as a handshake, touching a piece of clothing, or, at worst, your blood spilling on another creature. Casting this spell as a reaction causes it to lose the Material component requirement. However, the glyph itself will only last for 1 hour before expiring.\nSmart Glyph. Creating this glyph will take 1 minute to inscribe onto a surface, and once inscribed it will initially be inert, lasting until you or another creature dispels it. You may specify certain conditions or triggers for the glyph to react to allow itself to transfer from one surface or creature to another so long as it physically interacts with the glyph itself, causing it to activate to grant insight of the creature who triggered it. These specifications could be to exclude being activated by yourself, only being activated by those of a specific race such as elves, or those that meet a certain physical characteristic. You may only have a number of conditions equal to your spellcasting ability modifier when creating a Smart Glyph. Upon activation, the glyph will only last for 12 hours before expiring.\nLingering Glyph. Due to the longevity of this glyph, it will take an hour to prepare correctly, but once inscribed, it will immediately activate, allowing you to be aware of the location of the creature or surface it was inscribed upon. This Glyph will last for 24 hours before expiring."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph Trap\nLevel: 0\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a few droplets of ink or paint\nDescription: You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.\nDesignate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Wisdom (Perception) check with a DC equal to your spell save DC (see invisibility, blindsight, and truesight detect it automatically). Anyone other than you who steps onto the glyph's area of effect must succeed on a Constitution saving throw or take 1d4 force damage.\nThe trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.\nAt Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).\nWitchers cast this cantrip using the Yrden sign."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: God Hammer\nLevel: 5\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You make a swift motion with your index and middle fingers, creating a hammer of lightning which falls on a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 lightning damage and 4d12 thunder damage. On a miss, the target takes half as much thunder damage and no lightning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d10 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: God Time\nLevel: 9\nSchool: Transmutation\nClasses: Cleric, Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A magical timepiece worth at least 1,000 gp\nDescription: You dip into an extra reserve of pocket time from some place known only to gods, and the most powerful of mighty monsters and warriors. For the duration of the spell, you can take up to 5 extra legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. You regain all spent legendary actions at the start of each of your turns until the spell ends.\nAttack. You make up to one weapon attack.\nCantrip. You cast a cantrip from among the cantrips that you know.\nMovement. You move up to your walking speed. Other creatures can still make opportunity attacks against you while you move in this manner.\nExtra bonus action. You may immediately take another bonus action. You lose this bonus action if you do not use it right away.\nCast a spell (Costs 2 Actions). You cast a spell with a casting time of one action from among the spells you know using one of your spell slots.\nRecover reaction (Costs 2 Actions). You gain one additional temporary reaction, which you can use until the start of your next turn.\nUse a class feature (Costs 2 Actions). You use one of your class features that you can normally use by using an action.\nExtra action (Costs 3 Actions). You may immediately take another action. You lose this action if you do not use it right away."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Golden Experience\nLevel: 7\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Your hand hits a creature and you send a shot of life into them, leaving their senses in a daze and giving them an out of body experience. As an action, you may hit a creature and send an overwhelming amount of life energy into their body. The target must make a Constitution Check against your spell save DC or be paralyzed for 18 seconds (3 turns) as their consciousness leaves their body. In addition you may add 1d6 damage to any attack you make against the creature during this time.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you increase the number of turns the target is paralyzed by 1. The amount of turns increases for each spell slot used above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Golden Wind\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 30 Minutes\nComponents: V, S\nDescription: As you touch an object, you feel life spring forth as a golden force rushes like the wind through your arm, turning the object into a living entity. You touch an object and think of a beast or non-sentient plant of size class equal to or less than your own. The object then becomes that creature or plant for the next 30 minutes or until you dismiss the ability. If it is a beast then it acts of its own accord but will feel inclined to return to either you or the person the object belonged to. To determine who the beast follows either have your DM decide or flip a coin.\nIf someone attempts to harm the creature or plant, the damage they inflict is rebounded and they must make Wisdom saving throw or take damage equal to what they attempted to inflict. As an example, if you turn an object into a frog and someone attempts to hit the frog with a non-magical dagger. The frog takes no damage and the attacker, should they fail the saving throw, takes the dagger's damage die + their dexterity modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may choose who the creature follows, make the plant one size class larger than you, or add additional rebound damage. By increasing the rebound damage, you may add 1d6 for every spell slot above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Goldweaver's Ray\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: Full Turn Action\nRange: Self (100-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: You hold your ground and begin charging up a massive rain of force bolts, as you create an inch wide, 100 foot line originating from you. At the beginning of your next turn, a barrage of force emits from your body, reaching everything within this line. If there are creatures within the area of the barrage, you may make up to 6 spell attacks. You must target the nearest living creature within the area for each attack, and you deal 2d8 force damage on a hit. If there are no creatures within the area when you would first make these attacks, you can make up to 2 spell attacks against one creature within 10 feet of it.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make 2 additional attacks against creatures within the beam for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Golem\nLevel: 7\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: At least 6,000 lbs earth or stone which the spell consumes\nDescription: Choose a mass of earth or stone that fits within a 10-foot cube within range. Your spell binds an elemental spirit to the target, causing it to temporarily take form and rise as a golem under your command. The target becomes a clay golem if you chose earth or a stone golem if you chose stone (The DM has the creature's game statistics.) You can alternatively target a nonmagical Large-sized statue that fits these requirements, in which case the statue will animate with statistics appropriate to its material.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nWhen the spell ends the golem will cease to animate, becoming a stiff statue. In addition, if you cast this spell again to create another golem when you have a golem conjured, the previous golem become a statue as well.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level, its duration increases to 8 hours. When you cast this spell using a spell slot of 9th level, its duration increases to 24 hours and it no longer requires concentration. Casting this spell at 9th level on the same golem once every day for a year renders its animation permanent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Good Hope\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: Self(25-Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: This spell instills powerful hope in those around you, relieving them of their worries. You inspire hope in those around within a 25-foot cube around you magically curing them of several ailments, which include: being stunned, being paralyzed, being frightened, and preventing yourself and those around you of being charmed(does not affect currently charmed individuals) until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gordian's Tripwire\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Ranger, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A sufficient length of rope, string, wire, or cable\nDescription: You cause a length of rope, wire, string, cable or other similar material to move at your command, magically fixing itself between two points within range that you can see. For the spell's duration, any creature of Large size or smaller, other than those that you designate, that move into or through a line between these two points must make a Dexterity saving throw as the rope lurches for its legs, falling prone on a failed save. The creature has disadvantage on this saving throw unless it made a Perception check against your spell save DC to detect the trap.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its duration increases to 24 hours (2nd level), 1 week (3rd level), 1 year (4th level), or until dispelled (5th level or higher)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gorgath's Rock-Volver\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: six stones, or more at higher levels\nDescription: You make six stones hover around your wrist and then shoot them at creatures within range. You shoot six stones, and can either have them all shoot at a single creature or spread them out across different creatures (six stones for one person, three stones for one and three stones for another, etc.). Make a single ranged spell attack roll against all targets. Each stone that hits a creature deals 1d4 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell shoots two more stones for each slot level above 1st. The material component changes to reflect the new amount of stones"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gorgon's Glare\nLevel: 7\nSchool: Illusion\nClasses: Wizard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a chip of a petrified creature and a piece of snakeskin\nDescription: You create a horrifying illusion, changing your face to that of a horrifying monster. Your hair appears to be composed of snakes and your face looks reptilian. Your eyes turn a deep, serpentine gold.\nWhen a creature that can see your eyes starts its turn within 40 feet of you, you can force it to make a Constitution saving throw if you aren't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the [[5e SRD:|Greater Restoration|greater restoration]] spell or other magic.\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to disbelieve the illusion, at which point the horrifying visage becomes faint and transparent, but cannot avert its eyes if it does this. Creatures with truesight are unaffected by this spell.\nIf you see yourself reflected on a polished surface within 30 feet of it and in an area of bright light, you may make a DC 15 Intelligence saving throw to recognize it as your own illusion; on a failed save, you are affected by your own gaze"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grain of Sand\nLevel: 0\nSchool: Illusion\nClasses: Bard, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Week\nComponents: S, M\nMaterial cost: A quantity of up to 1 lb of sand\nDescription: You hold sand in your hand, and with a wave of magicness, they transform into the visage of grains of wheat for the duration. This wheat is inedible.\nA creature can discern that the \"wheat\" is actually sand by making a Wisdom (Perception) check contested against your spell save DC. Once a creature succeeds this check, they cannot be deceived again by that particular instance of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grand Alchemy\nLevel: 6\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A ruby worth at least 5,000 GP, A corundum crystal, a lead ingot, and 500 GP which the spell consumes\nDescription: When casting this spell, you may create any nonmagical object or structure of any size up to a 25 foot by 25 foot cube. To craft this item, you must provide the raw components to do so. For example, if you wish to create a suit of plate armor, you must provide 60 pounds of steel, or 6 tons of lumber to create a cabin of log construction. For more precise crafting, you need only provide the base components. For example, if you wish to create several panes of glass, you only need an appropriate amount of silica sand as your component. Note that the quality of the raw materials will also affect the quality of the final product, such as rotting wood resulting in a weak structure or raw iron ore making crude and brittle weapons and armor. Magical items may not be used as raw crafting components for this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grand Kingdom\nLevel: 9\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 10 Hours\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a granite brick, a pouch of rice or wheat grain, a cow's jawbone, a bundle of chicken feathers, a flask of well water, and 750,000 gold pieces which the spell consumes upon first casting\nDescription: You conjure a portal to a demiplane of existence of your own design. When first cast, you decide whether your demiplane is an extension of the Feywild, the Shadowfell, an Inner Plane, an Outer Plane, or the Outlands. Your demiplane takes up a total of 40 square miles and extends no more than 1 mile vertically. (1 mile into the air, 1 mile below the surface of the ground) At any point of your choosing within your demiplane, you create a permanent structure that will be your private home within the demiplane. This home functions in the same manner as a magnificent mansion, except that your servants are celestials, fey or fiends based on the plane upon which your demiplane anchors and that 3 cubes of your home must be devoted to a throne room. Your demiplane can also contain any 4 of the following amenities of your choice:\nFarmland\nYou may choose to devote up to 1 square mile of your demiplane to create fertile farmland, which is established upon initial casting. These fields are also required if you wish to build either the Martial Fields or the Stables.\nMarketplace\nYou may choose to devote up to 1 square mile of your demiplane to create a marketplace that can house merchants of any sort you desire. These merchants are often extraplanar peddlers who offer rare and valuable wares, but you may not determine what is in their stock or what their prices are. Those traits are determined by your DM.\nArena\nYou may choose to devote up to 1 square mile of your demiplane to create a grand coliseum in which you and any other warrior of your choosing may test their mettle against illusory doubles of any creature of your choice whose CR does not exceed 20.\nGrand Gate\nYou may choose to devote up to 1 square mile of your demiplane to create a gateway to any plane. The gate for example could lead to the Court of Pandemonium, The Halls of Mount Celestia, or the Summer Court of the Feywild dependent on the initial choice of anchor plane.\nQuarry/Mine\nYou may choose to devote up to 1 square mile of your demiplane to create a quarry in which you can harvest valuable stone/metal. You may select to quarry/mine granite or gold from this facility. Monthly, after distributing from trade, you obtain 20 lbs of gold (or 300 lbs of granite) and 500 platinum pieces.\nMartial Fields\nYou may choose to devote anywhere from one to ten square miles of your demiplane to create training grounds and barracks for a military force. This army consists of 50 Knights and 150 Guards adding an equal number for each additional square mile up to 500 Knights and 1500 guards. While not within your demiplane, you may expend a 9th level spell slot and 100,000 gp to conjure your army . While summoned, your army acts in direct accordance with your wishes and will not perform any actions that you do not explicitly order them to undertake. If any of your soldiers die during this conjuring, they are returned to your demiplane where they will be restored to full health.\nAs a note to players and DMs: this part of the spell can get out of hand if you insist on taking control of each individual unit. Please, for the sake of your fellow players, limit this use of the spell to commanding the entire army to act, or at least large groups to act. In general, if you don't know exactly what it is that you want to do with this feature, you should think about it before taking up notable table time.\nStables\nYou may choose to devote up to 1 square mile of your demiplane to create grand stables in which you can house a vast array of trained beasts. You also create a staff of laborers to tend to your beasts. When you first cast the spell, you may also select up to 3 beasts of CR 2 or lower which inhabit your stables. You may take any single beast from your stables at a time, allowing the beast to follow you. These beasts are friendly to you and your companions and take verbal commands from you at no action cost on your part. While a beast is following you, it rolls its own initiative in combat and it acts on its own initiative. If you do not give the beast any commands, it stays within 30 feet of you and defends itself. Each month that passes, you may select a new beast of CR 2 or lower to add to your stables. After each year that passes, you may select a single beast of CR 5 or lower of your choice to add to your stables.In addition you can use a ninth level spell slot to create a creature of up to CR 20 with additional such spells adding another 5 levels of CR.\nAfter the first casting of this spell, it costs no material components or spell slots to cast it again. Rather, subsequent castings of this spell teleport you and up to 80 willing creatures of your choice within 5 feet of you to the throne room in your grand castle within your demiplane. While within your demiplane, you may remain for as long as you desire, but time continues to pass while you remain. You may, at no action cost, banish a creature from your demiplane, shunting them back into the space they inhabited before entering your demiplane. If a creature has been banished, they may not return until you have lifted their banishment"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grant Power\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You give a willing creature you can see within 30 feet incredible destructive powers. For the duration, the target has advantage on Dexterity and Strength checks, and can add your spellcasting ability modifier to attack and damage rolls it makes.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grasping Shadows\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet, 20 Feet Square\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.\nWhen a creature enters the area for the first time or starts its turn there, it must pass a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained until the spell ends. If a creature is already restrained by the tentacles, it takes 3d6 bludgeoning damage.\nThe restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it frees itself but takes 2d4 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each spell slot level above 4th, as does the damage dealt when the creature frees itself"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravitational Anomaly\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: small lead sphere\nDescription: You distort spacetime in a 5-foot cubed unoccupied space (the 'anomaly'), which now heavily distorts passing light. It affects a 40-foot radius around it. When a creature enters that area or starts its turn there, it must make a Strength saving throw. On a failed save, it is pulled 15 geet towards the anomaly. Moving away from the anomaly costs twice the movement.\nIf a projectile (any ranged attack) passes through the area, it has disadvantage to hit. Projectiles that pass directly through the anomaly disappear.\nWhen a creature enters the anomaly itself, it takes 3d10 force damage and suffers a random effect from the table below. If a creature enters the anomaly whole another creature is inside, the latter instantly suffers effect 4. If a creature starts its turn within the anomaly, another effect occurs. To exit the anomaly, the creature must use its action to make a Strenght saving throw, exiting into the nearest unoccupied space on a success. A Huge or larger creature automatically succeeds this save.\nRandom effects table: roll a d4.\n1 - The creature takes 3d10 force damage.\n2 - The creature becomes slowed as by the Slow spell until the start of its next turn.\n3 - The creature becomes restrained until the start of its next turn.\n4 - The creature is flung away in a random direction as by the Catapult spell and falls prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Anchor\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Choose a 5 foot square or stationary object within range. This area becomes a new center of gravity. Everything within 30 feet of this center of gravity must make a Dexterity saving throw, or be pulled towards it. This save is also triggered when something enters the radius, or ends their turn within it. On a success, they do not move towards it and instead grab something, stopping them from moving further.\nThis gravity is not any stronger than that of normal gravity, and the object can be walked on, so long as it has a solid surface.\nThis spell ends if it\u2019s target ever moves.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, the radius increases by 10 feet for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Bomb\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create an orb that starts at 1 foot in diameter that bends space and gravity causing all creatures within 10 feet of it to make a Strength saving throw at the start of their turn or be pulled up to 10 feet to the nearest open space adjacent to the orb.\nAll affects only work on creatures that are a size of Large or smaller.\nAny creature that tries to move away from the orb while within the pull radius moves at half speed, and if they move toward the orb they move at double speed.\nAt the start of a creatures turn that is within the pull radius of the orb, it must succeed on a Strength saving throw or be pulled 10 feet.\nOnce a creature is adjacent to the orb, be it willingly or not, it's movement speed is reduced to 0. However, a creature may remake it's saving throw at the start of each of its turns. If it succeeds, it is no longer rooted by this spell and cannot be rooted by this spell until the start of its next turn.\nEvery round that the orb remains the radius of the pull increases by 5 feet and the diameter of the orb increases by 1 foot, getting no larger than 5 feet. At the start of y\nOn any turn after summoning the orb you may use a bonus action to detonate it. Causing all creature adjacent to the orb to make a Constitution saving throw or take 1d10 force damage and be pushed 10 feet away from it. If a creature succeeds its saving throw it does not get pushed and takes half damage.\nIf you lose concentration then the orb detonates early instead and all creatures succeed on their saving throw against it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 and the pull speed is increased by 5 feet for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Bomb, Variant\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure in range an orb one foot in diameter that bends space and gravity. Any creature that starts its turn within 10 feet of this orb, or comes within 10 feet of it on its turn, must make a Strength saving throw. On a failed save, the target's speed becomes 0 until the start of its next turn.\nWhenever your concentration on this spell ends, the orb detonates with a space-rending explosion. Any creature within 10 feet of where the orb was must make a Strength saving throw. On a failed save the target takes 2d10 force damage and is pushed 10 feet directly away from where the orb was. On a success it takes half this damage and isn't pushed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 and the area of effect increased by 5 feet for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Force\nLevel: 0\nSchool: Evocation\nClasses: Druid, Warlock, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You use gravitational energy to forcefully push or pull an object or creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be forcefully moved up to 10 feet directly towards or away from you (your choice).\nThis 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: Gravity Hammer\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Select a 10-foot cube in range. All creatures and objects in that cube are abruptly weighed down with crushing levels of gravity. All affected creatures must make a Strength saving throw.\nA flying or swimming creature falls 90 feet directly downward on a failed save, or 30 feet on a success. If the creature impacts the floor, it takes 1d6 bludgeoning damage for every 10 feet fallen, and falls prone if it failed the saving throw.\nA grounded creature suffers 6d6 bludgeoning damage and falls prone on a failed save. On a success, it takes half as much damage and doesn't fall prone.\nIf this spell is readied to be cast as a reaction, it can be used to affect any ranged attack projectile made through the 10-foot cube. All such projectiles plummet directly to the ground, and automatically miss"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Sphere\nLevel: 6\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A 5-foot-diameter sphere of force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. A creature that starts its turn within 60 feet of the sphere, or moves within 60 feet of the sphere for the first time on its turn must make a Strength saving throw or be pulled 30 feet towards the sphere. Any creature within 60 feet of the sphere must spend 2 feet of movement for every 1 foot it moves when moving away from the sphere, but only needs to spend 1 foot of movement for every 2 feet it moves towards the sphere.\nAs a bonus action, you can move the sphere up to 60 feet in any direction, including upwards. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Surge\nLevel: 8\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a solid iron object weighing at least 1 lb.\nDescription: Select a 50-foot radius, 100-foot high cylinder originating from a point within range. For any open air within this cylinder, gravity abruptly becomes much more intense than normal, and stays that way for the duration. The interior of any inanimate fluids within the sphere, such as water or lava, are unaffected, as are any objects suspended in them. Otherwise, every object or creature in this cylinder effectively weighs four times as much as normal for the duration.\nWhen this spell is first cast, any affected object or creature that is airborne and has mass comes crashing down to whatever surface is beneath it. It must succeed on a Strength save, or take damage from falling appropriate to the distance fallen, and land prone. Generally, a creature takes 1d6 bludgeoning damage for every 5 feet fallen, to a maximum of 20d6. On a successful save, the creature takes half this damage and doesn't land prone.\nWhen this spell is first cast, any affected creature that is not airbone and has mass must make a Strength save. On a failure, it takes 1d6 bludgeoning damage and falls prone.\nFor the duration, any ranged attack which passes through this cylinder is made with disadvantage. A ranged weapon attack that passes through this cylinder cannot hit anything beyond its shorter range.\nFor the duration, any creature within the cylinder suffers the following effects:\nIts speed is halved. Any flying speed can't be used (subject to DM discretion). A creature can't climb unless it has a climb speed.\nAt the start of its turn, the creature must succeed on a Strength save, with advantage, to move that turn. On a failure, it can move no more than 5 feet until the start of its next turn, and cannot use its movement to recover from the prone condition.\nAny attack roll, ability check, or saving throw it makes with Dexterity is made with disadvantage.\nAny ability check or saving throw it makes with Strength to push or pull upwards, or to avoid being knocked prone, is made with disadvantage. This does not affect Strength saving throws otherwise imposed by this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Great Chaos Fireball\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You evoke a powerful clump of hot chaos flame in your hand and hurl it. Make a ranged spell attack against a target within range, dealing 10d8 fire damage on a hit. Hit or miss, the flame then pools on the ground into a pile of lava. This lava covers a square area, 15 feet on a side, centered on the target. Whenever a creature starts its turn within the lava or crosses into the area for the first time on a turn, it must make a Constitution saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.\nThe lava created by this spell cools and vanishes into nothing at the end of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Great Lightning Spear\nLevel: 4\nSchool: Evocation\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny gold medal depicting the sun\nDescription: You conjure a javelin of crackling lightning in your hand and hurl it with great force. Make a ranged spell attack against a target within range. On a hit, the target is wreaked with electricity, inflicting lightning damage equal to 5d10 plus your spellcasting ability modifier.. Hit or miss, the spear then explodes and splinters outward. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw, taking 2d10 lightning damage on a failed save. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage.\nThis spell deals double damage to dragons and Dragon-type creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage from the initial ranged spell attack increases by 1d10 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Great Scorching Bolt\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You concentrate fire into the shape of a mighty arrow that disintegrates foes with an explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage and 3d8 force damage on a failed save, or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.\nThe intense heat from this spell lashes to foes within range. When casting this spell, every creature 10 feet from you must make a Constitution saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the amount of Fire damage from the arrow and the heat by 1d8."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Animate Dead\nLevel: 8\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 300 gp black onyx stone for each corpse\nDescription: This spell creates a powerful undead servant or many weaker servants. You must have all corpses needed. You create Challenge Rating 5 worth of undead creatures. You can spread this CR out in any way you like. For example, you animate a Beholder Zombie (CR 5) or you animate 20 Zombies (Each CR 1/4) all together CR 5.\nThis spell can be cast on a corpse of any type of creature, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead version of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, you choose whether its a Zombie or a Skeleton. The creature must have bones for it to become a Skeleton.\nUndead Nature\nIt does not require air, food, drink, or sleep.\nBlank Slate\nIt loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.\nUnintelligent Endurance\nIt gains proficiency in Wisdom saving throws, if it wasn't already.\nSenses\nIt gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.\nAlignment\nIts Alignment changes to Neutral, Evil.\nLanguages\nIt knows what languages it knew in life, but cannot speak.\nDamage Immunities\nPoison\nCondition Immunities\nExhaustion, Poisoned\n\nZombie, variant\nThe creature raises more able to take punishment because it can't feel pain, however it is slower and easier to burn due to its decaying body.\nAbility Score Changes\nStrength stays the same. Dexterity decreases by 4, to a minimum of 6 (Its AC decreases accordingly). Constitution increases by 2, to a maximum of 20 (Its HP increases accordingly). Intelligence becomes 3. Wisdom becomes 8. Charisma becomes 5.\nSpeed\nIts speed decrease by 10 feet, to a minimum of 10.\nDamage Vunerabilities\nFire\nUndead Fortitude\nIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throws (DC 5+the damage taken). On a success, the zombie drops to 1 hit point instead. It cannot attempt this saving throw if the damage is radiant or from a critical hit.\n\nSkeleton, variant\nThe creatures flesh, muscles, and organs fall away leaving only its bones. Due to losing most of its weight it becomes faster though easier to break.\nAbility Score Changes\nStrength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.\nDamage Vunerabilities\nBludgeoning\nHard to Hit\nDue to its lack of body mass to hit, it gains +2 to AC.\n\nAs a Bonus Action on each of your turns, you can mentally Command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any Command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over all together CR 5 creatures you have animated with this spell, rather than animating new ones.\nAt Higher Levels. When you cast this spell using a spell slot of 9th or higher you animate an additional 1 CR worth of undead for each level higher than 8th. At 9th level, you animate 6 CR worth of undead creatures"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Animate Skeleton\nLevel: 8\nSchool: Necromancy (Ritual)\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: One clay pot filled with grave dirt, one clay pot filled with bone dust, and one 300 gp black onyx stone\nDescription: This spell creates an advanced undead skeleton servant. You must have a dry skeleton. You create an undead skeleton with a Challenge Rating 5.\nThis spell can be cast on a skeleton of any type of creature except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead skeleton of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, it is a Skeleton. The creature must have bones for it to become a Skeleton.\nUndead Nature\nIt does not require air, food, drink, or sleep.\nBlank Slate\nIt loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.\nUnintelligent Endurance\nIt gains proficiency in Wisdom saving throws, if it wasn't already.\nSenses\nIt gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision which it uses.\nAlignment\nIts Alignment becomes one of the following: Neutral-Evil, Neutral-Neutral, Lawful-Evil, Lawful-Neutral, Chaotic-Evil, Chaotic-Neutral.\nLanguages\nIt knows the languages it knew in life, but cannot speak.\nDamage Immunities\nPoison\nCondition Immunities\nExhaustion, Poisoned\nDue to having much less weight than the fully fleshed original, it becomes faster though easier to break.\nAbility Score Changes\nStrength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.\nDamage Vulnerabilities\nBludgeoning\nHard to Hit\nDue to its lack of body mass to hit, it gains +2 to AC.\nAs a Bonus Action on each of your turns, you can mentally Command one creature you animated with this spell if the creature is within 240 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete, or you give it a new command.\nIf you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control.\nIf you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Blade of Grass\nLevel: 4\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a freshly plucked blade of grass\nDescription: You transform a blade of grass into a scimitar that glows with emerald radiance. A +2 scimitar appears in your hand for the spell\u2019s duration. Attacks made with this weapon are melee spell attacks, and all damage dealt by this weapon is radiant damage.\nWhen this weapon leaves your grasp, it reverts to a blade of grass. As long as this spell is active, you may create another sword by picking another blade of grass"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Contingency\nLevel: 8\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: 30 Days\nComponents: V, S, M\nMaterial cost: a statuette of yourself smelted from adamantine and decorated with gems worth at least 5,000 gp\nDescription: Choose a spell of 7th level or lower that you can cast, that has a casting time of 1 action to 1 hour, and that can target you. You cast that spell\u2013called the contingent spell\u2013as part of casting greater contingency, expending spell slots for both, but the contingent spell doesn\u2019t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a greater contingency cast with plane shift might stipulate that plane shift comes into effect if you are forced to another plane of existence.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then greater contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one greater contingency spell at a time. If you cast this spell again, the effect of another greater contingency spell on you ends. Also, greater contingency ends on you if its material component is ever not on your person"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Darkness\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (90-Foot Radius)\nDuration: Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A piece of fabric from a fell rider's cloak\nDescription: Magical darkness spreads in all directions, filling a 90-foot radius sphere. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.\nWhen you cast this spell, you may choose to center the darkness on the point where you cast it or yourself. If you choose yourself, the darkness moves with you as you move. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.\nThe darkness lasts for the duration, until it is dispelled, or until you dismiss it at any time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Geas\nLevel: 7\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Year\nComponents: V\nDescription: You place a magical command on up to 6 creatures within range that are currently facing you. Upon casting the spell, all creatures that you have targeted with the spell must pass a Wisdom saving throw, or be charmed by you. The creatures must obey any command that you give to them, with the spell only ending when the action has been completed, or when the duration of the spell has ended. The spell can also be ended if you use an action to end it, or if Remove Curse, Greater Restoration, or Wish spells are used to dispel it.\nAt Higher Levels: 2 additional creatures can be targeted per spell slot above 7th Level. When casting this spell using a 9th Level spell slot, it will last until it has been dispelled"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Gentle Repose\nLevel: 5\nSchool: Necromancy (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 30 Days\nComponents: V, S, M\nMaterial cost: a handful of salt, a piece of flesh, which is consumed, and a piece of ice, which is consumed\nDescription: You touch a corpse, other remains, or an undead creature. For the duration, the target is protected from decay. As well, it reverses decay, returning the remains or undead to what it looked like in life, even healing any missing limbs and injuries and ending all condition, including Exhaustion levels, curses, poisons, and diseases. If cast on an Undead creature, it looks like it did in life, though people can make an Investigation check against your Spell save DC to notice things, such as shallow breathing, a limp, strange behavior, pale skin, etc. Though it's unlikely anyone would think they're Undead, they would more likely assume the Undead creature is simply unhealthy or strange. After the duration the remains or Undead creature rapidly decays to the point it was before this spell.\nThe spell also effectively extends the time limit on raising remains, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher you can choose an additional target for each spell slot above 5th and the duration is extended depending on the spell slot. At 6th level you can choose two targets and the duration is 60 days. At 7th level you can choose three targets and the duration is 90 days. At 8th level you can choose four targets and the duration is 1 year. At 9th level you can choose five targets and the duration is eternal, it last forever"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Harmfield\nLevel: 7\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 10 Minutes\nComponents: V, S\nDescription: You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using an action to dismiss it. A creature that enters the area of the spell for the first time on its turn or starts its turn within the radius of the spell takes 4d10 necrotic damage, as the rings of light disrupt the life force of whatever touches them.\nOn each of your turns, you can choose to attempt to pull any number of creatures within 60 feet of you towards you. Each creature you choose must make a Strength saving throw, or be pulled 15 feet towards you by a magical force. Whether a creature succeeds or fails on this save, until the end of your next turn it must expend 4 feet of movement to move 1 foot away from you.\nAt Higher levels. The damage of this spell increases by 1d10 for each spell slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Heal\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Round\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a quantity of diamonds or other precious gems worth at least 30 gp, which the spell consumes\nDescription: Choose a creature that you can see within range. The target creature is immersed in regenerative energy and regains all of its hit points and has all negative conditions affecting it removed. Furthermore the target regrows all missing limbs as if by an instantaneous effect of the Regenerate spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Necrostrike\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: A stronger version of necrostrike, harming more than just their durability. The next time you make an attack with the weapon used in casting for duration of this spell, on a hit, the target must make a Constitution save or gain a level of exhaustion.\nAt Higher Levels. When cast at 4th level or higher, the first hit with the weapon used in casting deals an additional 1d8 damage for every level above 3rd. For every two levels above 3rd, they must make another Constitution saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Polymorph\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a caterpillar cocoon and a sapphire worth at least 100 gp\nDescription: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast, giant, ooze, or plant whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless the new form is also capable of doing so. You do not learn any new languages by using this spell, instead you retain the languages you knew before transforming.\nIf the new form doesn't wield equipment then the target's gear melds into its new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. If the new form is one that would normally wield some form of equipment then the target's current equipment transforms into the creature's standard equipment, as determined by the DM."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Purge\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Warlock\nCasting time: 1 Action\nRange: Self (90-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a translucent crystal worth at least 1,000gp\nDescription: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.\nChoose to purge The Weak or The Foolish. If you chose The Weak, all creatures within 90ft (including you) must make Strength, Dexterity, and Constitution saving throws. If you chose The Foolish, they instead make Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Greater Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:\n\n\nCR/Level\nEffect\n\n\nGreater than double your level\nThey have advantage on their saving throws\n\n\nGreater than your level\nThey cannot gain disadvantage on their saving throws\n\n\nLess than half your level (rounded down)\nThey cannot gain advantage on their saving throws\n\n\nLess than one-quarter of your level (rounded down)\nThey have disadvantage on their saving throws\nCreatures who fail all three of their saving throws crumble under the weight of divinity and instantly die.\nAs you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 9. If you do so, you gain a level of exhaustion at the end of your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Zone of Euphemisms\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: At your word, reality is purged of all rudeness and negativity.\nYou create a 30-foot-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to say something positive instead. For example, a disgruntled bartender that complains about the recent \"infestation of knuckle-draggers\" may instead say \"I'm pleased that the increase in orc immigrants has increased racial diversity in our community\". Abyssal and Infernal cannot be spoken or heard.\nThis effect extends to writing as well\u2014any text that includes rude, vulgar, and/or hostile language becomes wholesome in tone while within the zone. Creatures who attempt to make rude gestures end up waving, giving a \"thumbs up\", or making some other friendly gesture. Paintings and drawings which would be considered vulgar change to become wholesome while within the zone.\nCreatures that attempt to attack other creatures while within the zone must succeed on a Charisma saving throw. On a failure, their attack is altered to become friendly. For example, a monk's punch may turn into a pat on the shoulder, and a wizard's cone of cold spell may instead launch fluffy snowballs. This includes any spells or abilities whose use would be considered hostile, even if they do not directly damage other creatures.\nIf vicious mockery, is cast by or on a creature in the zone, the spell fails. If power word stun or power word kill are cast by or on a creature in the zone, the caster must make a Charisma saving throw. On a failure, the spell fails.\nAt Higher Levels. When you cast this spell using a 7th-level or 8th level spell slot, the duration increases to 24 hours or 1 month, respectively. When you cast this spell using a 9th level spell slot, the spell lasts until it is dispelled"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greatspear of Justice\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Bundles of light form around your hand, creating a greatspear in your hands. This greatspear lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d8 radiant damage on a hit, and has the heavy, reach and two-handed properties. In addition, when you use the greatspear to attack a target that is evil, you make the attack roll with advantage.\nIf you drop the weapon, it disappears. Thereafter, while the spell persists, you can use a bonus action to cause the greatspear to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 and the duration is concentration, up to 5 minutes. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 and the duration is concentration, up to 1 hour. When you cast it using a spell slot of 7th-level or higher, the damage increases to 5d8 and the duration is concentration, up to 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greatwyrm's Wrath\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A lump of brimstone, a dragon's tooth\nDescription: You conjure the flames of a dragon of legend, which billow outward into a 120-foot cone. Any creature caught in the cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The cone persists between turns, though you must use an action on your turn to sustain it. When you do so, you may reposition the cone. Any creature caught within the path of the cone's movement is also subjected to the damage of the spell.\nThe fire spreads around corners, and any flammable object in the area that is not being worn or carried is reduced to ashes"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greed\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a gold or platinum coin\nDescription: You corrupt the heart of your enemy, giving them a crippling weakness for wealth of all kinds. Choose a humanoid you can see within range. Casting this spell requires you to show the target a gold or platinum coin in your hand and say the incantation. The target must then make a Wisdom saving throw. On a failure, it must make the saving throw again at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it gains the following flaw: \"I hoard wealth like a miser, and I will do anything that will grant me more money or power, including betraying my friends.\" The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nThe spell can be dispelled only by a dispel magic or remove curse spell cast at 9th level, or a wish spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Green-Flame Ammo\nLevel: 0\nSchool: Evocation\nClasses: Artificer\nCasting time: 1 Action\nRange: Wepon`S Range\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: an ammo worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s casting and make a Ranged attack with it against one creature. On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nAt Higher Levels. At 5th level, the Ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gromph's Eye of Examination\nLevel: 2\nSchool: Divination\nClasses: Artificer, Bard, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You graft a variety of simple divination magics into a lens that lays your opponents bare.\nChoose a creature within range. The target makes Wisdom saving throw, and on a success, it becomes aware that you are casting some sort of Divination magic on it, and has a sense of your general direction for the duration of the spell. On a failure, it isn't immediately alerted to the spell, but isn't prevented from noticing it via other means (such as by your behavior or a Detect Magic spell).\nYou learn one fact about the target, chosen from the following list:\nIts creature type\nWhether or not it has a special sense of your choice (e.g. darkvision)\nWhether its CR is less than 1, greater than 30, or falls within the range of 1-10, 11-20, or 21-30\nWhether its hit point maximum is greater than 500, or falls within the range of 1-100, 101-200, 201-300, 301-400, or 401-500\nWhether one of its ability scores of your choice is 0, greater than 30, or falls within the range of 1-5, 6-10, 11-15, 16-20, 21-25, or 26-30.\nWhether its AC is less than 1, greater than 30, or falls within the range of 1-10, 11-20, or 21-30\nWhether it's a standard spellcaster, an innate spellcaster, a psionic caster, has multiple different types of spellcasting abilities, or none of the above\nWhether it's vulnerable, resistant, immune, or none of the above to a damage type of your choice\nOn each of your turns for the duration of the spell, you can use your action to learn an additional fact about the target. You can also use a bonus action on your turn to switch the target to another creature within range. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell\u2019s range or if it has total cover from you.\nThe spell fails if you target an Aberration, a creature that has the Magic Resistance trait, or a creature that has protection from divination spells.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you learn two facts about the target when you cast the spell and when you use an action to do so on subsequent turns. When you cast this spell using a spell slot of 6th or 7th level, you instead learn three facts per action. When you cast this spell using a spell slot of 8th or 9th level, you instead learn four facts per action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gruff's Radical Rebirth\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: 1 Day\nComponents: V, S, M\nMaterial cost: 500 gp worth of precious metals, consumed by the spell\nDescription: You ready your soul to a potential cross to the outer planes, and for a while, become capable of dragging it back.\nAfter dying, your body vanishes to an unknown location, and on your next turn, you reappear within 30 feet of where you died, with 5d6 hitpoints. Everyone within 30 feet of your new location must make a Constitution saving throw, or be blinded. At the start of their turn, they may attempt the save again, ending it on a success, or after a minute passes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grum's Pop\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: Touch a non-magical simple or mundane lock(Doors, boxes, shackles, etc.). Choose to either lock or unlock the object.\nRoll against your spell save with a d20. If equal to or lower than your spell save, the spell is successful. If you fail your spell save or roll a natural 20, the lock becomes damaged (the opposite of what you chose) and cannot be locked or unlocked without brute force or repair.\nOn a successful cast the lock either locks or unlocks, as you chose during casting of the spell, but becomes jammed and cannot be locked or unlocked again without repair.\n\nIf the lock was trapped and the trap had not been disarmed, the Pop spell will also set off the trap.\nIf the object has more than one lock within the same mechanism, or the lock is magical, or complex, the spell fizzles.\nIf the object has several separate simple or mundane locks, each lock may be cast upon separately"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grum's Popping Bubble\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action, Or As A Reaction To Being Targeted By An Attack\nRange: Self\nDuration: 3 Rounds Or Until Dispelled Or Popped\nComponents: S\nDescription: You create a shimmering bubble of Force around your character the color of light purple. The bubble will absorb damage equal to (2d10 + 1/2 your Level) from physical or magical attacks that target you. Any damage that is force damage(such as Magic Missile) causes the bubble to absorb it and instead add the force damage to the amount of damage the bubble can absorb before popping. (This includes force spells that are area of effect.) Thus, increasing the amount of damage the bubble will absorb before it pops. Any damage in excess of what the bubble can absorb is done to the player as normal. The player cannot be grappled or knocked back or down while the bubble is active. The bubble can be dispelled.\nAt the end of 3 rounds, or if the bubble has absorbed all the damage, or has been dispelled, the bubble pops with an odd dissonant sound and does 1d4 Force damage to the caster and anything else within 5 feet.\nThe spell does not protect against area of effect spells that do not specifically target the caster, with the exception of force damage spells. Only one bubble per caster may be active at any time.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increase the duration by 1 turn and the damage it can absorb by 1d10 and the damage when it pops by 1d4 Force Damage for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grum's Spectral Melee Weapon\nLevel: 1\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: Any object in hand\nDescription: An object in your hand is exchanged with a spectral melee weapon of your choice that you are proficient with from the Ethereal Plane. You make melee attacks with this weapon with your spell attack modifier.\nOn a hit, the target takes 1d6 Necrotic damage and the weapon is considered magical.\nThe spell ends if it is cast again or if the weapon is dropped. The spell will not function on the Ethereal Plane or the Deep Ethereal, if the spell is cast there the spell slot is lost and it does nothing.\nWhen the spell ends the object is returned to your hand. If that hand is full, it drops instead.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you add 1d6 necrotic damage to any hit, and 1d6 necrotic for every two more spell slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grum's Stinky Steed\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 60 Feet\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: see below\nDescription: Tragedy has struck, your most favorite and trusty steed has died..\nYour mount: a steed not at all alive..\nGentlemen we can rebuild it..\nWe have the Necrotic Energy..\nWe have the capability to make the worlds first, \"Stinky Steed\"\nYour old mount will be that Steed\nBetter than it was before..\nBetter, Stronger, Faster\nHopefully, anyways...\nWhen cast, the spell attempts to revive one beast of burden the caster knew in life, turning them into a skeletal or zombified version of itself. The creature rolls a Constitution save against your spell casting ability. If successful the creature's spirit will resist the spell and the spell will be negated and the spell slot lost. This spell can be repeated on the same corpse multiple times, but if the creature is already raised and the spell is cast again on the creature the spell just fizzles and does nothing.\nThe entire body must be present(except for organs), however parts can be replaced by other similar parts(the same limb of a similar creature, a mechanical limb, a wooden sculpture of the part, and other such things). All parts must be within 60 feet of the caster and be in visual range, when successfully cast, the spell will magickly put all the parts back together.\nWhenever the creature is raised, the creature's Constitution score decreases by 2, it's Strength increases by 1 (Maximum of 20), it's natural armor class is decreased by 3 (Minimum of 1) and it gains an additional hit die. If the creature's Constitution is ever reduced to 0, it instead becomes 1. If this happens the Stinky Steed will then become a corporeal specter, instead of a skeleton or zombie, and can still function as a mount or beast of burden, but when the next time it dies, the soul enters the Ethereal Plane and cannot be revived again by any means other than the wish spell or other similar powerful magic such as reincarnation that transfers a life force into another body, or traps the life force such as magic jar into something else. (Similar to how a lich is made.)\nIf the creature raised ever becomes a specter due to this spell, what is left of the physical body disintegrates to ash and dust.\nOnce the Stinky Steed is raised it is considered Undead, and has all the advantages and disadvantages of being so.\nThe Stinky Steed will obey simple commands given by the caster and has all the knowledge that it had in life.\nThe caster can only have one creature raised from the dead in this way at a time.\nThe creature must have a level or hit dice equal to or less than the caster's level.\nAt Higher Levels.\nAs stated above, every time you raise a stinky steed, it's hit dice will raise by 1, so keep that in mind. As stated above, the creature must have hit dice equal to or less than the caster. This also puts the maximum HD the Stinky Steed can have at 20 HD, if the caster is at 20th level. If a Stinky Steed ever has 20 HD, and still has enough Constitution left so as to not yet enter the Ethereal Plane, it may be raised again with the same advantages and disadvantages, but it will not gain anymore hit dice above 20. This spell may be cast with higher level spell slots, but it does not give any bonuses for doing so.\nDisclaimer\nNecromancy is of course a taboo art in many places, be careful how you use this around law abiding people groups. If the Stinky Steed has any flesh left, an offensive odor will emanate from the steed and may attract or repel insects, creatures, and others at the DMs discretion. If the Stinky Steed is a skeleton or a specter, there will be no offensive odor."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guard of the Peacetalker\nLevel: 3\nSchool: Illusion\nClasses: Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Made The Target Of An Attack, Spell Or Magical Effect Unwillingly.\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A pendant, ring or other piece of jewellry with a noble crest worth at least 75 gp\nDescription: In the presence of immediate danger, peril or concern, you conjure a Medium phantasmal footsoldier in an unoccupied space that you can see within range. The soldier lasts for the spells duration and occupies its space, as if it were a creature.\nWhen the soldier appears, you can have it appear within 5 feet of you and force it to take the brunt of the attack, causing it to suffer any damage and effects as if the original target of the attack. The soldier must also be within range of the attack in order to do so.\nThe soldier appears as a phantom of a humanoid knight or soldier, clad in heavy plate armour, a shield, and a hammer, spear or sword, chosen when you cast this spell. The soldier is tangible because of the urgent magics used to give it form, but it is no more than a magical illusion in all other regards. The soldier is considered to have 16 AC, and its attacks deal 1d8 bludgeoning, piercing or slashing damage based on whether you chose a hammer, spear or sword when casting this spell, respectively. While appearing as separate armaments, the weapon and shield, as well as anything the soldier appears to be wearing, are all part of its singular illusory form.\nAs a bonus action on your turn, you can move the soldier up to 30 feet. At any point during its movement, you can cause it to make one attack against a creature you can see within range of it, or to take the dodge action. Alternatively, when you or an ally within reach of the soldier would be made the target of an attack, spell or magical effect, you can use your reaction to have the soldier substitute itself in place of the original target.\nThe soldier succeeds on all saving throws, and is immune to all conditions. Whenever the soldier would take damage, you instead must make a concetration saving throw to maintain the soldier, dissipating after the damage roll on a failed save. A creature that uses an action to examine the soldier can determine that it is an illusion by succeeding on an Intelligence Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on attack rolls against the soldier, and the soldier has disadvantage on attack rolls against it.\nYou immediately lose concentration on this spell if you attack or cast a spell that would hurt, harm or hinder another creature using your action, bonus action or reaction beyond the effects of this spell.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, the soldier appears with a higher AC and deals more damage: 18 AC and 2d8 damage with a 5th-level slot, 20 AC and 3d8 damage with a 7th-level slot, and 22 AC and 4d8 damage with a 9th-level slot. When cast with a 7th-level slot or higher, you can also have the soldier become Large."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guardian of the Living\nLevel: 6\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Reaction, Which You Take When You Or A Creature Within 30 Feet Of You Takes Damage\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature of your choice that you can see within range and that took damage during this turn regains hit points equal to 5d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guise over Necrosis\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self (50-Foot Aura)\nDuration: Concentration\nComponents: V, S\nDescription: All undead within 50 feet of the caster are guised as living beings to nonmagical sources. Detect Magic casters must make a Wisdom saving throw against the caster to detect that magical energies within the radius are Necrotic in nature.\nUndead without a sentience convince an interacting creature of it's livelihood if the caster succeeds a Charisma check- otherwise, they have no normal response. The difficulty of the Charisma check is based on the Wisdom modifier of the creature interacting with it:\n\n\nWisdom Modifier\nCheck Difficulty\nDC\n\n\n< 1\nVery Easy\n5\n\n\n1-2\nEasy\n10\n\n\n3-4\nMedium\n15\n\n\n> 4\nHard\n20\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it lasts 1 day per level above 3rd and does not require the caster to maintain concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gula's Compulsion\nLevel: 2\nSchool: Enchantment\nClasses: Paladin, Ranger\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A cursed object worth at least 1 gp\nDescription: Through a weave of words with intent to cause woe upon a spellcasters ability to channel magic efficiently, you curse a creature you can see within range. That creature must make a Charisma saving throw. On a failed save, they become afflicted with the following effects for the duration:\nWhenever the affected creature attempts to cast a spell, it must make a Charisma saving throw. On a failed save, the spell is cast but an extra spell slot of the same level (or highest lower level, if any are available) is consumed.\nWhenever the affected creature attempts to cast a cantrip, it must make a Charisma saving throw. On a failed save, the cantrip is cast but a single spell slot of the lowest level on offer (if any are available) is consumed.\nWhenever the affected creature successfully casts a spell of 8th level or lower, that spell is treated as if it were cast using a spell slot 1 level higher regarding spells effects.\nAt Higher Levels. When you cast this Curse using a Spell Slot of 3rd level or higher increase the difficulty of the Curses initial & aftereffect Saving Throws by a factor of (+2) for each Spell Slot Level above the 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gush of Ash\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a pinch of ash\nDescription: You breath in a pinch of ash, then exhale a hurricane of burning embers towards a creature within range. The target must make a Constitution saving throw, taking 1d6 fire damage and becoming blinded until the start of your next turn on a failed save.\nThis spell's damage increases to 2d6 when you reach 5th level, to 3d6 when you reach 11th level, and to 4d6 when you reach 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Had\u014d S\u014dren S\u014dkatsui\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self (15-Ft Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: As you touch your index and middle finger together and make a pushing motion, a wave of pure force erupts from your fingers. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 force 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 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hailstone\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A large hailstone shoots from your hands towards a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage and 2d8 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 2d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Halaster's Blackcloak\nLevel: 4\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a cloak or similar garb\nDescription: As part of the casting of this spell, you don a cloak or similar garb and speak the name of a spell. Until the spell ends, your base AC becomes 14 + your Dexterity modifier, and you are immune to an enchantment, evocation, or necromancy spell of your choice. This spell is chosen when you cast this spell and the chosen spell must be of the level this spell is cast or lower. The spell ends if you don armor or if you dismiss the spell as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallowed Armor\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Minute\nRange: Self\nDuration: 4 Hours\nComponents: V\nDescription: You make a prayer for protection in battle and divine energy covers your body, creating armor of holy energy to defend you. The armor can look however you want. For the duration, your base AC is 14 + your spellcasting ability modifier, you have resistance to necrotic damage, and you can cast this spell again as a bonus action to extend the duration. The spell ends if you don armor or dismiss it as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 hour for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallowed Ground\nLevel: 5\nSchool: Abjuration\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: A sickening green energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area(including you) has advantage on saving throws against spells and other magical effects.\nAdditionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallowed Lances\nLevel: 9\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a miniature lance made of platinum worth at least 100 GP\nDescription: You conjure five lances of pure radiance to impale your foes.\nChoose a target for each lance and make a ranged spell attack against each of those targets. On a hit, a target takes 10d6 radiant damage.\nYou have advantage on the attack roll against an aberration, fiend, undead, or ooze. On a hit, the spell does maximum damage to it"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallowed Rain\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a vial of holy water, which the spell consumes\nDescription: Creates a rainstorm in a 30-foot radius, 50-foot high cylinder within range. Undead that begin their turn in the target area or enter it on their turn take 3d8 radiant damage. Allies of yours regain 1d4 hit points when they start their turn in the cylinder. The healing properties of this spell have no effects on undead or constructs.\nWhile concentrating on this spell, you can use your bonus action to move the pillar up to 20 feet in any direction.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 and the healing increases by 1d4 for each slot above 6th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallucinate\nLevel: 1\nSchool: Illusion\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: S\nDescription: You choose a creature you can see within range and make them see a sound or an image that lasts for the duration.\nYour target sees an image or hears a sound. This effect cannot deal damage, and cannot occupy a space larger than a five-foot cube.\nThe target must make a Charisma save against your spell save DC. If successful, the target can determine that it is an hallucination; this can also be determined with a successful Intelligence (Investigation) check against your spell save DC, however, just because they know that they are hallucinating does not mean that they stop seeing things"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Halo\nLevel: 3\nSchool: Abjuration (Ritual)\nClasses: Cleric, Paladin\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a piece of a holy symbol wrapped in a cloth soaked in holy water\nDescription: Choose a target you can see within range. A halo will appear floating a few inches above their head.\nUpon dropping to 0 hit points the halo begins to shine brighter, imposing disadvantage on any attacks made against the target.\nThe warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 1d8 + their Constitution modifier, ending the spell.\nIf enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher it will grant an additional 1d8 hit points upon ending for each level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Halo of Lightning\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a tiny drum\nDescription: You create two lightning orbs that float behind your head for the duration. When you cast the spell and as an action on subsequent turns, you can make a ranged spell attack from each orb. These attacks have a range of 30ft and deal lightning damage equal to 1d12 plus your spellcasting modifier.\nAlternatively, when you cast the spell or as an action on subsequent turns, you can launch any number of the orbs at targets within range. You can launch them at one target or several. If you choose to do so, make a spell attack roll for each orb. On a hit, an orb deals 3d10 lightning damage. Each orb you launch dissipates after hitting or missing.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional orb and the range of the spell increases by 10ft for every three spell slots above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Halo of Rejuvenation\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A small circle of blue light appears over the head of a creature of your choice within range and lasts for the duration. When the halo first appears, that creature regains a number of hit points equal to 1d6 + your spellcasting ability modifier. The halo continues to grant 1d6 hit points to the creature at the beginning of each of its turns until the spell ends.\nAs a bonus action, you may transfer the halo to another creature, who will receive the continuous healing benefit instead.\nThis spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial healing increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Halt\nLevel: 0\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Varies\nComponents: V, S\nDescription: A moderate magical force ceases or slows time at a specific point within range, creating one various effects. Choose one of the following effects:\nA Small or smaller creature in range must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.\nChoose a 5-foot cube of open space in range. Any ranged attack roll made through this cube is made with disadvantage. This effect lasts for as long as you maintain concentration, or until you cast this cantrip again.\nA marking or text within range is protected from wear or smudging. This effect lasts until you cast this cantrip again"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hand of the Dead\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To A Minute\nComponents: V, S\nDescription: You cause 2 skeletal limbs to come out of the ground to grasp a target within range. The targets must make a strength Save or become restrained for the duration. The targets can use a action to attempt to break out of the hand which on success the limb would break.\nWhen casting this spell at 2nd of higher, the amount of targets increase by 1 per level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hand of Winter\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Layers of frost and snow begin building up on your arm, your fingers sprouting into massive razor-sharp icicles as you channel some sort of primal essence throughout your body. For the duration of this spell, your unarmed strikes deal an additional 1d8 piercing and 2d8 cold damage. The sheen of frost steels your nerves, giving you advantage on maintaining concentration on this spell. This advantage is negated if the concentration check is triggered by fire damage.\nWhile you maintain concentration on this spell, any additional spells you cast of 1st-level or lower that deal cold damage are enhanced in the following ways:\nThey ignore resistance to cold damage.\nFor every damage die rolled at max value, add 1 to the spell's damage.\nYou can end this spell early as an action. When you do so, you can choose to cast the spell ice knifeXGE p157 without expending a spell slot, with the spell being one level lower than the slot hand of winter was cast at.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d8 per slot level. Additionally, the level of spells that benefit from the enhancement increase by 1 per slot level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hands of Elements\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Your hands become engulfed with energy that you can toss towards your enemies. Choose acid, cold, fire, lightning, or thunder; for the duration, you can use an action to hurl a blast of energy of the chosen type towards a point you can see within 120 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 4d6 damage of the chosen type on a failed save or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Haptic Counter\nLevel: 0\nSchool: Abjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You focus on the energy kept within you and release it in a defensive manner. You can use your reaction to activate this spell after being damaged by an attack within range. You create a sphere of pure energy and launch it at the attacker. The attacking creature must make a Dexterity saving throw, taking 1d6 force damage upon a failure.\nAt Higher Levels. This spell's force 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: Hardened Stone\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a stone, which the spell consumes\nDescription: You get a rock and involve it with magic energy, transforming the normal rock on a hardened stone. Make a ranged spell attack against a target. On a hit, the target takes 1d8 bludgeoning damage and if the creature is Large or smaller, you push the creature up to 10 feet away from you on a straight line. This spell\u2019s 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: Harmfield\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 10 Minutes\nComponents: V, S\nDescription: You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using a bonus action to dismiss it.\nAny creature that enters the spell's area of effect or starts their turn there takes 2d10 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 3d10. When you cast this spell using a spell slot of 7th or 8th level, the damage increases to 4d10. When you cast this spell using a spell slot of 9th level, the damage increases to 5d10"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Harrowing Insanity\nLevel: 7\nSchool: Illusion\nClasses: Bard, Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Days\nComponents: V, S, M\nMaterial cost: powdered glass worth at least 200 gp, which the spell consumes\nDescription: You haunt a creature with horrifying visions, trapping it in a fake realm of your own making. Touch a creature. It must succeed on a Wisdom saving throw or become trapped in illusory world. The world is mostly dark, and the creature has blindsight while in the hallucination, allowing it to sense the real world. You can choose to create a false image, sound, or both for the creature to see and hear. While hearing an illusory sound, the creature cannot hear anything else. An illusion can deal up to 3d10 Psychic damage each round"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hart's Incredibly Hot Lightning Laser\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (300-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a sapphire worth at least 100 gp\nDescription: A beam of blue lightning forming a line that is 300 feet long and 5 feet wide streaks out from you in a direction you choose. Each creature in or within 10 feet of that line must make a Dexterity saving throw. If within the line take 9d6 lightning damage and 4d4 fire damage on a failed save, or half as much damage on a successful one. Outside of the line but within 10 feet only take the fire damage, halved on a successful save.\nHumanoids and creatures donned in or constructed of metal have disadvantage on their saving throw.\nThe lightning ignites flammable objects within 10 feet of the line that aren't being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 lightning and 1d4 fire for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hashnad's Shadowy Tendrils\nLevel: 3\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Concentration, 1 Minute\nComponents: S, M\nMaterial cost: A small jar of black powder\nDescription: You conjure a swarm of illusory tentacles to blind and confuse your foes. Creatures of your choice within a 60ft cone must make a Wisdom saving throw or take 3d6 psychic damage and become blinded for the duration. Creatures blinded in this manner become incapable of discerning friend from foe, and take an additional 1d6 psychic damage at the start of their turns. At the end of each of their turns, each target may make an additional Wisdom saving throw. On a success, the spell ends on that target.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial psychic damage and the additional psychic damage both increase by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hateful Lance\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack against a single target within range. On a successful attack, the target takes 1d4 necrotic damage and 1d4 radiant damage. This spell's power intensifies when attacking a creature of opposite alignment to its caster: It deals an additional 1d4 necrotic damage against good targets if you are evil, or an additional 1d4 radiant damage against evil targets if you are good.\nThis spell's damage increases when you reach 5th level (1d8 necrotic, 1d8 radiant), and again at 11th level (1d12 necrotic, 1d12 radiant) and 17th level (2d8 necrotic, 2d8 radiant)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Haunting Whispers\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: As an action you begin concentrating on the spell during which you cannot take an action or cast spells and your movement is halved. While concentrating a creature takes 1d6 psychic damage once they are within 5 feet of you or begin their turn within this area.\nAt Higher Levels. This spell's damage increases by 1d6 and range increases by 5 feet when you reach 5th level (2d6), (10 feet), 11th level (3d6), (15 feet), and 17th level (4d6), (20 feet)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hayzenbyrg\u2019s Superposition\nLevel: 9\nSchool: Transmutation\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: Self (Special)\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: an adamantine lodestone with your true name carved upon it, worth 2000 GP\nDescription: You call upon the limits of arcane possibility to transform your deterministic form into one of probability.\nYou become a probability cloud, centered on where you cast the spell, occupying a sphere of a radius of 10 feet times 1d6 + your spellcasting ability modifier. Within this sphere, you can be simultaneously in two places at once.\nEach turn you can choose to create and/or destroy a copy of you within the spell's area. You can have up to your spellcasting ability modifier of copies simultaneously. Such copies are not duplicates; they are all simultaneously you. If one copy takes damage, they all take damage; if one copy expends a spell slot or use from a magic item, all copies lose the same slot or charge. The copies all act on your initiative and can make only a move action on the turn they are created; after that, they may act normally.\nThe copies do not share concentration; whilst they are all part of the same being, they are different possibilities, and each possesses its own autonomy.\nYou can continue to exist within the probability cloud, even when no copy is in existence, simply remaining as an uncollapsed probability cloud. Whilst in this form, you are immune to all damage and have blindsight within the spell's area. Even when copies are present, you still maintain these benefits \u2013 the \u2018Original\u2019 you still exists in the cloud.\nThe spell ends when the duration runs out, you are reduced to 0 hit points or one of the copies leaves the area, either by leaving the sphere or entering an area of antimagic, such as that created by the Antimagic Field spell. When the spell ends you can choose one of your copies; if the spell ended due to a copy leaving the area, you must choose that copy. All other copies wink out of existence as the probability cloud collapses back into one person.\nIf the spell ends when you have no copies in existence, you coalesce back into existence next to the lodestone which is the material focus for this spell, and which remains behind when you cast the spell, forming a copy which becomes you. If the lodestone is no longer within the spell\u2019s area, you simply wink out of existence; you cannot be raised by anything less than a Wish spell, as even your soul no longer exists"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heal Major Injury\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: gemstone dust worth at least 100 gp, which the spell consumes\nDescription: You imbue a creature you touch with restorative magic potent enough to heal even potentially lasting injuries. The target regains a number of hit points equal to 3d10 plus your spellcasting ability modifier.\nThis spell also ends blindness, deafness, poison, and any diseases affecting the target, and it remedies any damaged body parts, such as broken bones, although it doesn't restore missing limbs or organs.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of healing increases by 1d10 for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heal Minor Injury\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: bandages soaked in blessed oils, incense\nDescription: You touch a creature and can remove one of the following lingering injuries (DMG page 278): Limp, Internal Injury, Broken Ribs, Festering Wound and Minor Scar."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heal Zone Rune\nLevel: 1\nSchool: Enchantment\nClasses: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Trace a rune in the air or carve it into something and then destroy it to create a 20ft area of instant healing. Creatures in the radius of the effect regain hit points equal to a 1d12 plus your spellcasting modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the increase the healing amount by 1d12 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healer of Multitudes\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 10 Minutes\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You overflow with positive energy, able to restore those you touch to perfect health. You touch a creature, which regains a number of hit points equal to 2d8 + your spellcasting ability modifier and is cured of one disease, poison, or condition of your choice. The condition can be blinded, deafened, paralyzed, or poisoned. This spell has no effect on undead or constructs.\nOn each of you turns for the duration, you can use an action to touch another creature and heal it in the same manner. A creature can only benefit from a single casting of this spell once.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of healing increases by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Dagger\nLevel: 1\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of holy water, which the spell consumes\nDescription: You create a bright, shining dagger in your hand. It feels like a normal dagger, only that it is shining. You can give this dagger to other creatures for them to wield. Creatures must be proficient in daggers in order to wield this dagger, if a creature that is not proficient in daggers attempt to attack and hit another creature, the dagger behaves like a normal, non-magical dagger.\nWhen a creature proficient with daggers makes an attack with this dagger and hits for 1d4 damage, the dagger grants temporary hit points equal to twice the d4 die roll.\nIf the target is a fiend or undead, this dagger instead deals 1d6 necrotic damage. If the target is a celestial, this dagger instead gains 1d12 temporary hit points, and applies no damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the potency of this spell's effects rise. For each level above 1st, roll an additional d4 when rolling for an effect from this spell.\nFunny Variant Rule: When a creature is stabbed by the dagger, they must make a Constitution saving throw, DC 10. If it fails, it becomes stunned for one turn due to pain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Fire\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Druid, Paladin, Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: When a spell of 3rd level or lower in range deals fire damage to one or more creatures, you can use your reaction to transmute the spell's fire into a healing aura. Any creature that would take damage from that spell takes no damage, and instead regains a number of hit points equal to the damage it would have taken. Undead and contructs do not regain hit points from this effect.\nFor example, when targeted by this spell, fireball cast at 3rd level will restore 8d6 hit points of damage to any creature it would otherwise damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a reacted spell can be if affected if its level is less than or equal to the level of the spell slot you used minus two. For example, casting this spell at 8th level allows you to affect a spell of 6th level or lower"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Flame\nLevel: 4\nSchool: Divination\nClasses: Bard, Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You throw a bolt of fire that heals creatures. One creature within range heals 2d6 + 2 hit points, and they regain 1d4 hit points at the beginning of each of their turns.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it initially heals an extra 1d6 + 1 hit points per slot level above 4th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Mist\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it of your design, such as shimmering, glowing, or electricity, for the purposes of visual flair.\nThe creature regains hit points equal to 1d6 plus your spellcasting modifier.\nAt Higher Levels. When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Rain\nLevel: 8\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 40 Feet Radius\nDuration: Concentration Up To 10 Minutes.\nComponents: S\nDescription: Creates a rain storm healing all chosen creatures within the area for 5d10 per turn. Any creatures not chosen must pass a constitution saving throw or take 5d10 radiant damage. They must make this check at the beginning of the Caster's turn until they leave the spell area"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Spores\nLevel: 2\nSchool: Evocation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self (15-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: powdered chaga or other medicinal fungus\nDescription: You release a cloud of healing spores in a 15-foot radius surrounding you. All creatures of your choice in that radius besides constructs and undead each regain 1 hit point. An affected creature continues to regain 1 hit point at the start of each of its turns for a number of rounds equal to your spellcasting ability modifier (minimum of 1).\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of hit points an affected creature regains at the start of each of its turns increases by 1 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Touch\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Using your well practiced knowledge of how to add great amounts of entropy to enemies, you are able to logically reverse the most minor injuries by magic, with slight risk. Thus, by reversing entropy some damage is undone, even if you can only muster a small change such as this. To destroy is easier than to build after all.\nA willing creature that you touch regains hit points equal to your spellcasting ability modifier. The creature must succeed on a Constitution saving throw or suffer one level of exhaustion.\nAfter this spell has been cast, the caster must wait 3(1d6) minutes before casting again.\nA creature gains a +1 bonus to its save against this spell when you reach 5th level, a +2 bonus when you reach 11th level, and a +3 bonus when you reach 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Wall\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: Self (15-Foot Sphere)\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a sprig of rosemary\nDescription: A light golden dome radiates from your chest, empowering allies around you.\nUp to five creatures within 15-feet of you gain a number of temporary hitpoints equal to your level + your spellcasting ability modifier"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Wind\nLevel: 1\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a pure white feather\nDescription: You speak a word of power, and gentle wind envelops a number of creatures of your choice up to your spellcasting ability modifier that you can see within range. Each target regains 1d6 hit points. This spell has no effect on constructs or undead.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heart of the Sea Gods\nLevel: 7\nSchool: Evocation\nClasses: Cleric, Druid, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: By communing with one of the parasitic sea gods, your entire body begins to ripple rhythmically, releasing the force of its massive heart. As an action or bonus action, you may release a heart beat. Every creature within 10 ft. of you must attempt a Constitution saving throw. On a failure, they take 2d6 thunder damage, are pushed 10 ft. away from you, and gain 1 level of gradual blindness, deafness, and numbness. On a success, they take half as much damage, are not pushed, and do not gain the level. If used as action, this has the Recharge (5-6) feature. If used as a bonus action, it has the Recharge (6) feature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heart Strike\nLevel: 1\nSchool: Necromancy\nClasses: Ranger, Sorcerer, Warlock\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You infuse a weapon you touch with death energy, causing it to seek out vital points and weaknesses in your foes. For the duration, your melee weapon attacks will ignore any resistance or damage reduction (but not immunity) that the target has."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heartbreaker\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Wizard, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Up To 1 Minute\nComponents: V, S, M\nMaterial cost: An arrow, which the spell consumes\nDescription: Happy Valentine's Day! You attempt to charm a humanoid you can see within range with a literal chest-piercing blow.\nThe target must succeed on a Wisdom saving throw. On a failure, it takes 1d6 piercing damage and is charmed by you until the spell ends. The charmed creature regards you as a friendly acquaintance and, if appropriate, a potential love interest. If you attack the charmed creature or target it with harmful effects, it may repeat the saving throw with advantage, ending the effect on a success. When the spell ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heartstop\nLevel: 8\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You point your finger at a huge or smaller creature in range and command its heart to be still. The target must make a constitution saving throw. On a failure, the target\u2019s heart stops beating.\nWhile its heart is stopped, the target is stunned and gains 2 levels of exhaustion at the end of its turn, and it cannot regain hit points for the duration. If the target reaches an exhaustion level of 4 or more while under the effects of this spell, they become unconscious instead of stunned. If the target takes lightning damage during the duration, you must make a constitution save to maintain concentration.\nIf you break concentration or dismiss the spell as an action, the target\u2019s heart starts beating again, though it will not automatically regain consciousness if unconscious. This spell has no effect on undead, constructs or any other creature that does not require a beating heart to survive. If the target has more than one functioning heart, it is incapacitated instead of stunned, gains 1 level of exhaustion per turn instead of 2, and its exhaustion level cannot be brought above 5 by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heat Beam\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You concentrate your firepower into a single beam of fire and fire it toward an enemy within range.\nChoose a target within range. It must make a Dexterity saving throw or take 1d10 fire damage.\nAt Higher Levels. This spell\u2019s 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: Heat Shot\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a small pebble\nDescription: You hurl a molten rock, inflicting damage and melting even the strongest of armor. Make a ranged spell attack against one target in range. On a hit, the target takes 1d8 fire damage. If a hit target is wearing non-magical metal armor, it becomes damaged and the target suffers -1 AC. The target's armor is rendered useless after it reaches a -5 AC, and is destroyed beyond repair by normal means.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d8 damage and causes affected armor to suffer an additional -1 penalty for each slot above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heatvision\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a smoldering ember and a pair of spectacles, which are rubbed together\nDescription: You touch a willing creature and grant it the ability to see heat. For the duration, the creature can detect heat sources within line of sight out to a range of 60 feet, including those that are in {{5e|darkness} or are invisible, and can tell the relative temperature of objects and creatures within this radius. The creature can't determine color or fine details this way, and everything beyond this radius appears a smoky violet blue."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heaven's Door\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Foot Cone\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small piece of art worth at least 50 gold\nDescription: A bright flash of light emerges from the artwork, turning those who look at it into books, as their skin opens and pages detailing their lives are revealed. Each creature in a 10-foot cone away from the art piece must make a Wisdom saving throw. A target is turned into a book and falls unconscious on a failed save, or escapes unscathed on a successful save. Reading the target's pages will tell you all that they know. Their pages will be written in their native language.\nYou may inscribe one condition into the person's pages. It may be beneficial, such as granting dark vision, or it may be only to your benefit, such as being unable to attack you. The condition you inscribe will disappear after 1 hour. It is also possible to remove a page to keep for later, dealing 2d6 psychic damage per page removed with a limit of 3 pages. You may not rip out any pages if you make an inscription, nor can you make an inscription if you have ripped out any pages. When the target awakes, they will not remember being turned into a book.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the time limit of your conditions increases by an additional hour for each spell slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavenly Fall\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You call upon the highest of powers to bring down beams of radiance upon your enemies.\nThe sky parts and reveals sunshine, suppressing effects that would alter this, such as control weather. The spell fails if you cast it without a direct line of sight to the sky. If, while concentrating on the spell, you lose direct line of sight to the sky, the spell ends. When you first cast this spell, each creature in a 20-foot-radius, 300-foot-high cylinder centered on a point within range must make a Constitution saving throw. Fiends and undead make this saving throw at disadvantage. A creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. Until the start of your next turn, any friend or undead that enters the cylinder for the first time on its turn or ends its turn there must make another Constitution saving throw, taking 5d8 radiant damage on a failed save, or half as much on a successful one. Whilst you concentrate on this spell, on each of your turns, you may use your action to call down another beam in this way, targeting the same point or a different one. Any creature that is reduced to 0 hit points by this spell dies instantly, completely obliterated by positive energy"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavenly Lightning\nLevel: 3\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self (30-Foot-Radius, 100-Foot High Cylinder)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small platinum rod\nDescription: You raise your hand towards the sky and summon lightning in a 100-foot tall cylinder with a 30-foot radius centered on you. Each creature in this area must make a Dexterity saving throw; you and creatures of your choice that you can see have advantage on this saving throw. A creature takes 2d12 lightning damage and 1d12 radiant damage on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the lightning damage or the radiant damage (your choice) increases by 1d12 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavenly Prison\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a cube-shaped heavenly prison around a creature you choose within range. The target must succeed on a Dexterity saving throw or be imprisoned. The prison is up to 10 feet on a side and is made from 0.5 \u00bd-inch diameter bars spaced 0.5 \u00bd inch apart. During your turn, you can use a bonus action to move the prison up to 30 feet in any direction. If this movement would cause the prison to be more than 120 feet away from you, or if you move more than 120 feet away from the cage, the spell ends.\nThe imprisoned creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nIf a creature frees itself from the prison or the spell ends, it descends at a rate of 60 feet per round, taking no falling damage when it lands."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavenly Rebuke\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Minute\nRange: 150 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: crow feathers, a bottled tear, and a purple gem worth at least 1,000 gp\nDescription: You harness the curse of a fallen angel to smite your foes and pull them to the depths. Up to seven creatures of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a target takes 6d6 fire damage and 7d8 radiant damage and falls prone for 1 minute. On a success, it takes half as much damage and doesn't fall prone.\nWhile rendered prone by this spell, a creature is unable to stand up normally unless it uses an action to make a Strength saving throw successfully."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavenstrike\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S\nDescription: You beseech your deity to strike the wicked with an awesomely powerful stroke of heavenly lightning. Choose a point you can see within range. A bolt of lightning flashes down to that point and explodes with a great flash of light and a resounding thunderclap audible up to 10 miles away. Each creature in an 80-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 lightning damage and 7d6 thunder 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: Heavy Mage Armor\nLevel: 4\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a steel amulet\nDescription: You touch a willing creature, and they are protected by overlapping plates of rigid magical force. The target's base AC becomes 16. The spell ends if the target dons armor or if you dismiss it as an action.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the AC granted by the spell becomes 18. When you cast this spell using a spell slot of 8th level or higher, the AC granted by the spell becomes 20"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heavy Words\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a stone weighing more than a pound\nDescription: You speak enchanted words that weigh heavily on any creatures within a 10 foot sphere centered on a target within range. All affected creatures take 5d6 psychic damage, halved by a Wisdom saving throw. If any creature fails the saving throw it will also be restrained for one round.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each level, an additional 1d6 psychic damage will be dealt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heighten Mobility\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You redouble your muscles with the magic of the weave, heightening your reflexes. Until the end of the duration, you gain the following effects:\nYou are considered proficient in Athletics and Acrobatics if you are not already proficient.\nYou gain an additional action on each of your turns. This action can only be used to take the Dash, Disengage, or Dodge actions.\nClimbing, swimming, and crawling cost no extra movement speed.\nThe number of feet you can long jump or high jump is increased by an amount equal to 5 times your spellcasting modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell no longer requires concentration to maintain."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hell Smite\nLevel: 5\nSchool: Conjuration\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with the soul-scourging flames of hell, and the attack deals an extra 5d8 fire damage and 5d8 necrotic damage to the target. Furthermore, the target must make a Charisma saving throw. If the target fails this save, it is transported to a random location in hell. A creature so transported must find its own way back to your current plane of existence"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hell Storm\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Cleric, Warlock, Wizard\nCasting time: Action\nRange: 100 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: Your fury knows no limits to it or its growth, for the duration a series of black clouds appear at a point within range, and a pillar of fire emerge from the clouds, covering a 20 foot radius cylinder. Creatures within or entering the area must make a Constitution saving throw or suffer dealing 3d6 fire damage on a failure or half as much on a success. Any object not carried or worn within 15 feet of the area that is flammable ignites.\nCreatures who failed the save are wreathed in flames dealing 1d6 fire damage each round it isn't extinguished by the creatures. A creature can use an Action to douse the flames.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spell deals an additional 1d6 fire damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellfire\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Wisps of gel-like flame encompass your arm and coalesce in your hand, quickly arching along a curved path towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d10 fire damage immediately and an additional 1d10 fire damage at the start of each of its turns for a number of turns equal to your spellcasting ability modifier. On a miss, each creature in a 5-foot-radius sphere centered on the target must succeed on a Dexterity saving throw or take 5d10 fire damage, and flammable objects within 5 feet of the target are ignited.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage (including initial, later, and area) increases by 1d10 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellfire Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You make an infernal gesticulation, and a thin blast of hellfire roars towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target is consumed by infernal flames and takes 2d10 fire damage. This spell ignores resistance to fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellfire Harpoon\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a chain attached to a dagger\nDescription: You summon a burning chain with a vicious barbed harpoon that flies from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage and 2d6 fire damage, and must succeed on a Strength saving throw or be pulled up to 60 feet closer to you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage is increased by 1d6 per slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellhole\nLevel: 8\nSchool: Conjuration (Ritual)\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a ruby worth at least 100 gp\nDescription: You conjure a 30-foot square, 30-foot deep pit filled with a holocaust of fiery flames. Creatures caught within must make a Dexterity saving throw. On a successful save, the creature can use its reaction to move to the edge of the area. On a failure, the creature falls into the pit, taking 3d6 non-magical bludgeoning (falling) damage plus 5d6 fire damage and 5d6 necrotic damage. For the duration of this spell, any creature which falls into the pit takes the same damage, and any creature which starts its turn within the pit takes 5d6 fire damage and 5d6 necrotic damage. Climbing the wall of the pit is possible but difficult, requiring a Strength (Athletics) check of a DC equal to your spell save DC.\nOnce the duration of this spell ends, or if the spell is dispelled, the magical flames dissipate, but the pit itself remains as a fixture of the terrain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellish Flames Explosion!\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Sorcerer\nCasting time: 1 Bonus Action\nRange: 60 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of sulfur\nDescription: The user creates a small magic circle within range, enhancing the damage output of explosive fire spells, such as fireball and explosion.. Creatures hit by explosive fire spells take an additional 3d6 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional fire damage increases by 1d6 for every level above 2nd.\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Artificer\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Sorcere"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hells Lightning\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 500 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Call forth the most powerful lightning from the deepest and darkest parts of Hell to destroy everything that stands in your way.\nYou fill a 30-foot radius, 100-foot tall cylinder with lightning, centered on a point in range. Each creature in the area must make a Dexterity saving throw, taking 5d12 lightning damage and 5d12 fire damage on a failed save and half as much on a successful one. The lightning ignites flammable objects in the area that aren\u2019t being worn or carried."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hell\u2019s Gaze\nLevel: 4\nSchool: Necromancy\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60 Feet)\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: A crystallized medusa eye\nDescription: Your very gaze releases life-disrupting energy. You create a 60 foot long beam. Any creature that enters the area or starts their turn within it must make a Constitution saving throw, or take 2d10 necrotic damage, half as much on a successful save. On a failure, they are also blinded. At the end of their turn, they may reattempt the save, ending the blindness on a success.\nAdditionally, you may use an action to change the direction of the beam.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, this spell deals an additional 1d10 necrotic damage for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Helotry\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: By maintaining touch with an ally, they are able to cast your spells (using your spell slots and spellcasting modifier). They must use their own components but if you have a focus it can be used. The caster can continue to act normally after casting this spell. When either the caster or receiver is disrupted by any interaction that would break a concentration, this spell's effects end.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, this spell can target 2 more allies per level above 5th (Touch range can chain)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heritage Rebuke\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 20 Feet Of You That You Can See\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You seem to burn to ash in an explosion of black flames, then reform from motes of shadow and flame elsewhere. The creature that damaged you must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage and 1d6 necrotic damage immediately, and 1d4 fire damage and 1d4 necrotic damage at the start of its next turn. On a successful save, the target takes half as much initial damage and no additional damage on its next turn.\nWhen you cast this spell, you teleport to an unoccupied space you can see within 20 feet. You can then make an Charisma (Intimidation) check against the target, with advantage if the target failed its Dexterity saving throw. On a success, the target is frightened by you until the end of its next turn, and cannot target you with attacks or harmful spells while frightened this way.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial fire damage and initial necrotic damage both increase by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hermit's Sanctum\nLevel: 5\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Ranger, Wizard\nCasting time: 1 Minute\nRange: 5 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: an eviction notice, a planar map to the sanctum, and a silver key worth at least 500 gp\nDescription: Upon completion of casting, you create a dimensional doorway to a demiplane that houses your magical shelter. The doorway remains open for the duration. Only creatures designated by you may see or enter the doorway, but no more than 3 creatures may be within your sanctum at once. The sanctum is a 20 foot by 30 foot \"building\" that takes on any appearance you choose. Within the sanctum are the following resources: A finely crafted bed and 2 bedrolls, a small herb garden that replenishes daily and provides basic sustenance for a day for 3 creatures, a fireplace, a study, and a laboratory of your choosing from the following; a smithy, an alchemy lab, an herbalist's nook, a leatherworker's workshop, or a personal office housing forgery supplies.\nYou and any creatures permitted by you to stay within the sanctum may remain for 24 hours before being returned to the point at which the spell was initially cast. Note that time passes normally while within the sanctum. Finally, you may force any creature of your choice from your sanctum, and they may not return until designated otherwise by you.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may remain within the sanctum for up to a week's time"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hermit's Wisdom\nLevel: 4\nSchool: Divination (Ritual)\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 2 Minutes\nComponents: V, S, M\nMaterial cost: an object to project the spell onto, such as a crystal ball or piece of paper\nDescription: Purple vines extend from your arms and latch onto an object you are holding onto. Once the vines are latched, make a Wisdom check. If successful, the vines then inscribe or display a message that answers a question you have. If unsuccessful, the vines send too much power into the object and destroy it. The information provided to you is up to the DM. It may be a map that leads to what you desire, an image of a person, or some means of conveying the information to you that you can understand or interpret."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heroic Intervention\nLevel: 5\nSchool: Abjuration\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Reaction, Which You Take When Another Creature Casts A Spell Or Makes An Attack Roll\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a heroic aura of protection, warding off harm to all your allies. When you cast this spell, choose any number of creatures within range. Until the end of the turn, these creatures gain immunity to all damage, cannot die, automatically pass all death saving throws, and cannot gain conditions."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hissing Darkness\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch a hissing ribbon of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 7d8 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1d8 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hive Leech\nLevel: 7\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self (30 Ft Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a gilded insect wing worth at least 350 gp\nDescription: You summon a swarm of mosquitoes to drain your foes. Each creature within the cone takes 3d8 poison damage and must make a Constitution saving throw. On a failure, they also have their maximum hit points reduced by half the damage taken and you regain a hit die. You can regain no more than 4 hit dice per casting of the spell. On a success, they take half damage, do not have their maximum hit points reduced, and you do not regain any expended hit dice."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hoarfrost Blade\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\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 their speed is halved until the beginning of your next turn, as fractalline frost spreads from your weapon to the target.\nAt 5th level, the attack deals an extra 1d6 cold damage. This bonus damage increases 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: Hold Beast\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small, straight piece of iron\nDescription: Choose a beast that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. The beasts 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: Hold on the Gullible\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: three spindles of string and a puppet\nDescription: You pull the strings of another creature's weak mind, forcing them to obey for a short time. Touch one creature with an Intelligence score of at least 6 or lower. They must make a Charisma saving throw, or be charmed by you until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Blade\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a blade of light and impale a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 radiant damage, or 1d12 radiant damage if it is an aberration, fiend or undead.\nThis spell's damage increases by 1d8 or 1d12 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Exodus\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V\nDescription: In the name of your deity, you command the wicked to be no more. Choose up to ten creatures within range. If a creature you choose is an aberration, celestial, elemental, fey, fiend, or undead, it takes 10d10 radiant damage. If a target has 50 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw or be instantly destroyed. On a successful save, the creature is stunned until the end of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Shield\nLevel: 0\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When A Creature You Can See Targets You With An Attack\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a shield worth at least 1 sp\nDescription: You summon a lesser radiant protective force which wards attacks made against you. For the duration, you gain a +2 bonus to your AC and whenever someone hits you with an melee attack they take 1d6 radiant damage.\nAt Higher Levels. At 4th level the radiant damage increases to 2d6, 3d6 at 8th, and 4d6 at 12th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Spear\nLevel: 2\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a spear that glows bright yellow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 radiant damage and can't benefit from being invisible for 1 minute. If the target is undead, it takes an additional 1d10 radiant damage.\nAt 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: Homing Needles\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create and launch a barrage of flying, magical needles at a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 piercing damage.\nAny spell or effect that blocks the magic missile spell also blocks this spell.\nThis spell's piercing 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: Homing Shards\nLevel: 1\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: 4 pints of water, which the spell consumes\nDescription: You create 1d4 + 2 frozen shards of ice. Each shard hits a creature of your choice that you can see within range. A shard deals 2 cold damage to its target. The shards all strike simultaneously, and you can direct them to hit one creature or several.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher, each shard deals an additional 1 cold damage for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Homing Soulmass\nLevel: 1\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 10 Minutes\nComponents: V, S\nDescription: You generate glowing orbs made from soulstuff in an arc around your head, ready to strike down your foes. You create a number of orbs equal to one plus your spellcasting ability modifier, up to a maximum of five orbs. These orbs follow you wherever you go, maintaining their formation above your head.\nWhen a hostile creature moves within 30 feet of you or starts its turn there, all of the orbs strike it simultaneously, dealing 1d4 force damage for each orb; the spell then ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more orb and the maximum number of orbs increases by one for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hone Senses\nLevel: 2\nSchool: Divination\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: S\nDescription: The caster uses this spell on themselves or a willing creature. The target adds the caster\u2019s proficiency bonus to Wisdom Perception and ability checks and saving throws that use Dexterity. They also add half this number to their AC if they are wearing light or no armor. This spell fails if the target is blinded or deafened where these checks are relevant, unless they have other senses they can use to 'see'.\nWhen this spell is casted at the 3rd level or higher, one additional creature may be targeted per additional level, as long as they are within 10 feet of the first target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Horace's Hirsute Binding\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: 40Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of hair from a dog that hasn't been washed in at least a week\nDescription: Causes extreme hair growth that ties itself in knots, restricting enemy movement.\nThe caster point at a target and uses the spell, deciding which part of their target's body to target. The target's body suddenly grows an obscene amount of hair on that part of their body and must succeed on a Strength saving throw (DC is the caster's Spell Save DC) to stop the hairs knotting together. Targets that are naturally hairless succeed automatically and suffer no effects. The caster may target the head so as to cover the target's eyes (Blindness), their arms to bind their arms (causes them to be unable to cast spells with Somatic components and suffer disadvantage on attack rolls) or their legs to Restrain them. The target can repeat their saving throw at the end of their turn until they break free. Even after the hair knots are torn off, the hair remains on the body and must be removed later.\nAt Higher Levels. When you cast this spell using a spell slot of 3 or higher you can target an extra body part for each level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Horrific Vicissitude\nLevel: 8\nSchool: Necromancy\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: obsidian dagger worth 200 gold\nDescription: You slice open your palm, suffering 1d4 slashing damage and then touch the wound to a nearby creature, transmitting deathly energy through your own blood. The target makes a Constitution saving throw. On a failure, they suffer 10d8+20 necrotic damage and you regain 5d8+10 hitpoints."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Horrific Visage\nLevel: 1\nSchool: Illusion Casting Time:1 Actionrange:120Ftcomponents:S,V,M (A Drop Of Blood.)Duration:1 Minuteyou Choose A Creature Within Range And Reveal The Horrors Of The Void To Them.When You Cast This Spell, Choose One Point Within 30Ft Of The Creature, Where An Illusory Eldritch Horror Appears. It Is Insubstantial, Does Not Move And Does Not Create Any Noise.The Target Must Make An Intelligence Saving Throw Against Your Spell Save Dc.If Successful, The Target Is Unaffected Though It Can Still See Any Eldritch Horrors. If The Target Fails The Saving Throw, It Perceives The Eldritch Horror As A Monstrosity About To Attack It And Becomes Feared. Whilst Feared The Creature Must Use Its Movement To Flee The Eldritch Horrors For The Duration Of This Spell. The Creature Can Use An Action To Make An Intelligence Save Against Your Spell Save Dc To Reveal The Horrors As An Illusion.At Higher Levels. When You Cast This Spell Using A Spell Slot Of 2Nd Level Or Higher Summon An Additional Eldritch Horror For Every Level Above 1St, Which The Caster Can Place At One Point Within 30Ft Of The Creature.The Menacing Eldritch Horror (Art By Mike Sass)\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A drop of blood.\nDescription: You choose a creature within range and reveal the horrors of the void to them.\n\nWhen you cast this spell, choose one point within 30ft of the creature, where an illusory Eldritch Horror appears. It is insubstantial, does not move and does not create any noise.\nThe target must make an Intelligence Saving Throw against your spell save DC.\nIf successful, the target is unaffected though it can still see any eldritch horrors. If the target fails the saving throw, it perceives the Eldritch Horror as a monstrosity about to attack it and becomes feared. Whilst feared the creature must use its movement to flee the Eldritch Horrors for the duration of this spell. The creature can use an action to make an Intelligence Save against your spell save DC to reveal the horrors as an illusion.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher summon an additional Eldritch Horror for every level above 1st, which the caster can place at one point within 30ft of the creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hot Dogs\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard\nCasting time: 1 Reaction\nRange: 120 Ft.\nDuration: Concentration, Up To 1 Minute\nComponents: None\nDescription: You summon a grill that occupies a 5 ft. cube anywhere within range. If a creature starts their turn in the grill's space, they must attempt a Dexterity saving throw. On a failure, they take 2d8 fire damage. On a success, they take half as much damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher, it deals an additional +1d8 fire damage per level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Howling Wraiths\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1-Action\nRange: Self (15 Ft Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You release the furious power of lost souls. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d10 force damage on a failed save, and half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d10 per level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hr\u00e6svelgr's Glory\nLevel: 8\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You channel the power of a great corpse swallower into your body. When a creature ends their turn within a 60-foot radius of you, you may force them to make a Wisdom saving throw at the beginning of each of their turns. On a failed save, they become frightened and take 2d12 psychic damage. On a success, they take half as much damage and are not frightened. They may attempt a Charisma saving throw at the end of each of their turns, ending this effect early on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hunger/Thirst\nLevel: 4\nSchool: Necromancy\nClasses: Bard, Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a handful of black sand\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 to curse the target with magical Hunger or Thirst.\nHunger. While cursed, the target suffers from overpowering hunger, and must consume at least one quarter of a pound of food every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense food nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any substance that is even barely edible is counted as food this effect. Creatures that don't need food to survive (including creatures for whom eating is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes.\nThirst. While cursed, the target suffers from overpowering thirst, and must drink at least one eighth of a liter of water every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense something to drink nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any liquid that is physically possible to consume is counted as drinkable for this effect. Creatures that don't need water to survive (including creatures for whom drinking is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes.\nA remove curse spell ends this effect.\nAt Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is one week. If you use spell slot of 8th level or higher, the spell lasts until it is dispelled. Using a spell slot of 6h level or higher grants a duration that doesn't require concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hunting Trail\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: S\nMaterial cost: At least one free hand\nDescription: The spell must be cast in an uncrowded area, such as a forest, a desert, or a quiet town.\nThe spell reveals luminous trails within 30 feet from the cast point that indicate the zones a creature has moved through 24 hours maximum, you can follow one of the trails beyond range, but only one. The luminous trail lasts 1 hour and only you see it. Leading you to its origin."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hurricane Blade\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Druid, Warlock, Wizard\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 then your weapon creates a small hurricane that whips around the you and the target, along with any creature 5 feet away from you will need to make a Strength saving throw or be moved 5 feet away in any direction and have disadvantage on attacks against you for the duration of this spell. A creature can choose to fail this saving throw.\nAt Higher Levels. At 5th level, you deal an extra 1d6 cold, slashing, or bludgeoning damage (your choice) on a hit, and any creature of your choice within 5 feet of you who failed their Strength saving throw against this spell takes an extra d6 of cold, slashing, or bludgeoning damage. The extra damage roll increases by 1d6 and the extra damage from the failed saving thrke also increases by a d6 11th level (2d6) and 17th level (3d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hush\nLevel: 1\nSchool: Illusion\nClasses: Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each spell slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hush, Variant\nLevel: 1\nSchool: Illusion (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes.\nComponents: S\nDescription: When you cast this spell, you may choose one willing creature within range to make \"silenced\". That creature makes no sound when talking or casting spells, and all spells that would require the verbal component no longer require it for that creature. Should this mean that a spell has no verbal, somatic, or material components, the spell simply does not function.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target increases by 1 for each spell slot above the first"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hydra\nLevel: 2\nSchool: Conjuration\nClasses: Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of hydra blood\nDescription: You conjure three hydra heads in three unoccupied spaces within range. Each head must be summoned on the ground, occupies a 5-foot cube and breathes a poisonous cloud in a 15-foot cone from its mouth in a direction of your choice. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 poison damage. On a successful save, a creature takes half as much damage. A creature in the area of more than one poisonous cloud is affected only once.\nThe hydra heads disappear after making their breath attack.\nAt Higher Levels. When casting this spell using a spell slot of 3rd level or higher, you summon one additional hydra head for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hydro Barrier\nLevel: 0\nSchool: Abjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction (Taken In Response To An Incoming Attack)\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a quart of water\nDescription: You reflexively throw water from your person or from a body of water within 5 feet of you in front of yourself, reducing the damage of an incoming attack by 2. You are additionally treated as being resistant to fire damage from the incoming attack.\nAt Higher Levels. The amount of damage reduced by this cantrip increases to 3 when you reach 5th level, 4 at 11th level, and 5 at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hyetomancy\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Self (30 Foot Radius)\nDuration: Up To 10 Minutes\nComponents: S, M\nMaterial cost: A drop of water\nDescription: You cause rain to fall within a 30-foot radius, 60-foot high cylinder centered on yourself that moves with you wherever you go. Creatures that end their turn within this area become soaked, and open flames are immediately extinguished. You may end the spell before the end of the duration as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rain conjured by this spell also carries with it strong downward wind that disperses fog or cloud-based spells, such as fog cloud, within its area of effect.\nThe rain generated by this spell can also inherit a few other properties, depending upon its spell level and whom cast it:\nHoly Rain. The rain can inherit divine properties if casted with divine magic. If you cast this spell using a spell slot of 3rd level or higher and you are a cleric or Divine Soul sorcerer, the rain becomes holy water. A fiend or undead that enters the area of effect for the first time on a turn or begins its turn there takes 2d6 radiant damage.\nRunning Water. When you cast this spell using a spell slot of 2nd level or higher, the torrentialness of the rain makes it able to harm certain creatures. Any creature with the Running Water weakness, such as a vampire spawn, takes 20 acid damage when it ends its turn in the area of effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hymn of Battle\nLevel: 2\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Weapon Attack.\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You recite a line of a battle hymn, immediately invigorating you in some way, allowing you to roll 1d10. You can choose to then either regain missing hit points equal to the rolled amount + your spellcasting ability modifier, or immediately make an attack of opportunity against the creature that damage you, dealing additional force damage during the damage roll equal to the rolled amount.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, the number of d10's you roll increases: 2d10 with a 4th-level slot, 3d10 with a 6th-level slot, and 4d10 with an 8th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hyper Compress\nLevel: 9\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a chunk of coal and a diamond worth at least 5,000 gp, which the spell consumes\nDescription: You attempt to turn a creature to dust with intense gravity. The target must make a Strength saving throw, and repeat the saving throw at the end of each of its turns for the duration. On a failed save, it takes 12d8 bludgeoning damage and becomes restrained by intense pressure. On a successful save, it takes half as much damage and isn't restrained, and the spell ends.\nA creature restrained by the intense pressure can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hyperion Lance\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You create a small glowing lance of magical force that hits a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 force damage. Any spell or effect that blocks the magic missile spell also blocks this spell.\nAt Higher Levels. When this spell is cast at 5th level, the creature must also succeed on a Wisdom saving throw or become stunned until the start of their next turn. When this spell is cast at 11th level, they will be stunned until the end of your next turn. When this spell is cast at 17th level, they will be stunned for 1 minute."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Assassin\nLevel: 9\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 8 Hours\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the ice; and powdered diamond worth at least 20,000 gp, all of which the spell consumes\nDescription: You create a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but the original creature, who always sees the ice assassin as an animated ice statue of themself. Creatures familiar with the original can discern that the ice assassin is a duplicate with a successful Intelligence (Investigation) or Wisdom (Perception) check, contested against your spell save DC. The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original.\nThe ice assassin possesses the same statistics as the original creature, with the following changes:\nThe ice assassin can cast the locate creature spell at will.\nThe ice assassin is immune to cold damage, and vulnerable to fire damage.\nThe ice assassin uses the locate creature spell as often as it is able in an attempt to locate the original creature. If its quarry is outside the range of that spell, it must its own cleverness or advice of others to track the original.\nThe ice assassin is friendly to you and creatures you designate. It obeys your spoken or mental commands (see below), moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\nWhile the ice assassin is within 1 mile of you, you possess a telepathic link with the ice assassin, and when you focus your willpower, you can see a clear image of the area surrounding the ice assassin as if you were targeting it with the scrying spell. If the ice assassin travels further than 1 mile away from you, it continues to function and seek out its nemesis, but you have no direct control over it.\nDamage to the ice assassin can be repaired in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains.\nIf the ice assassin is reduced to 0 hit points by any damage type other than fire, it explodes into a burst of icy shrapnel. Each creature within a 20-foot radius of the ice assassin must make a Dexterity saving throw, taking 10d6 cold damage on a failed save, and half as much damage on a successful one. An ice assassin slain by fire damage simply melts into a pool of water.\nWhen you cast this spell, any ice assassins previously created by you are instantly destroyed, and melt into a pool of water."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Axe\nLevel: 3\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A shard of ice, glass, or crystal\nDescription: You can use your action to make a melee spell attack with the freezing axe. On a hit, the target takes 3d10 cold damage. If you let go of the axe, it disappears, but you can evoke the blade again as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slots above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Beam\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast a chilling blue-white light in a line 60 feet long and 5 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, a creature which fails its Constitution saving throw is also restrained until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Blade\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You deftly pull moisture from the air, which briefly solidifies into a blade you can use for a single strike. Make a melee spell attack against the target. On a hit, the target takes 1d4 cold damage and 1d4 slashing damage. The blade then shatters apart, vaporizing back into the air.\nBoth this spell's cold damage and slashing damage increase by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 2 ounces of water or a piece of ice, which the spell consumes\nDescription: You create a gelid bolt of supercooled water and direct it to hit at a creature you can see within range. The target takes 2d4 cold damage and must make a Constitution saving throw. On a failed save, immense cold seeps into the target's innards and slows its movements considerably; until the start of its next turn, the target's speed is halved, and whenever it makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Coffin\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You encase a small area in a tall coffin of ice, which has the potential to temporarily immobilize frozen creatures. Choose a point you can see on the ground within range. A spire of ice erupts into existence centered on that point. The spire of ice fills a cylinder that has a 10-foot radius and a height of 40 feet. Each creature caught inside the spire's area must make a Constitution saving throw. A creature takes 3d8 cold damage and is paralyzed until the end of its next turn on a failed save, or takes half as much damage and isn't paralyzed on a successful one.\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: Ice Eruption\nLevel: 3\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a splash of water\nDescription: A bright blue streak flashes from your pointing finger, spreading jagged ice across the ground in a 30-foot square centered on a point within range. Each creature standing in this area must make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. For the duration, the spell's area is difficult terrain, and a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d8 piercing damage as the ground erupts in a blossom of icy spikes.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing 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: Ice Reave\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: Instantaneous\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a clear gemstone worth at least 10 gp\nDescription: You augment your fist with explosive ice magic, slamming it into the ground below and sending waves of ice out in 30-foot-radius circle centered on that point. Each creature other than you in this area must make a Strength saving throw. On a failed save, a creature takes 3d6 cold damage and 2d6 bludgeoning damage and is pushed to the nearest space outside of the spell's area. On a success, a creature takes half as much damage and isn't pushed.\nWhen you cast this spell, you can use a bonus action to create a 5-foot-square wall of ice that is 1 foot thick in the spell's area, protecting any creatures behind it from the spell's effects.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage or the bludgeoning damage (your choice) increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Shards\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity saving throw or take 1d4 cold damage.\nThis 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: Ice Shock\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a ring inset with aquamarine or sapphire, worth at least 25 gp\nDescription: You exhale a blast of freezing mist at a creature in range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage and becomes restrained in ice. At the start of each of its turns, a creature restrained by this spell takes 2d6 cold damage and makes a Strength saving throw, freeing itself from the ice on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Spear\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of water, handful of snow, or small ice cube\nDescription: A frozen spear of ice pierces through a line 30 feet long by 5 feet wide starting at a point in range that you can see.\nEach creature in the line must make a Dexterity saving throw. A creature takes 6d8 cold 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 4th or higher, the damage increases by 1d8 for each slot above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Spike\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.\nThe target's space and all adjacent spaces become difficult terrain until the start of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Ward\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Hit By An Attack\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a shard of ice inside a tiny glass sphere\nDescription: You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants.\nUntil the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Wave\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.\nAt 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: Icebound Fortitude\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V\nDescription: You gain resistance to cold damage and an additional type of damage of your choice until the beginning of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Icicle Crash\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: With a loud crash, a wave of smashed ice powder sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.\nIn addition, unsecured objects that are completely within the area of effect are automatically knocked over by the spell's effect, if applicable.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ignite\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: With a flick of your wrist and an opening of the palm, you evoke flames within a 5-foot cube in front of you. All objects within this cube that aren't being worn or carried are set on fire. Creatures within this area must make a Constitution saving throw, becoming ignited on a failed save.\nAt Higher Levels. You can enhance this spell in multiple ways as you increase in level. You may pick one additional option from list when you reach 5th level (1), 8th level (2), 13th level (3), and 17th level (4).\nSize. You affect a larger cube of effect, increasing the cube's size by 5 feet. You may pick this multiple times.\nDamage. The spell deals 1d6 fire damage to objects. Creatures take this damage on a failed save, or half as much on a successful one. You may pick this multiple times, increasing the damage by 1d6 each time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ignite, Variant\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of ash and salt\nDescription: You extend your hand and a volcanic explosion sears your foe, taking more damage if they took fire damage previously. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. If the target has taken fire damage this round, it instead takes 2d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\nThe spell's initial damage increases by 1d8 or 2d6 for the alternate damage when you reach 5th level (2d8 or 4d6), 11th level (3d8 or 6d6), and 17th level (4d8 or 8d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ignitions\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a pinch of ash\nDescription: You extend your hand and a volcanic ignition sears a creature you can see within range, making them more vulnerable to fire. The target must succeed on a Dexterity saving throw or take 1d6 fire damage, then take an additional 1d6 fire damage each time it takes fire damage before the end of your next turn.\nThe spell's initial 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: Illumination\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is daylight. Several effects occur within the bright light created by this spell:\nAnything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Wisdom (Perception) checks to notice anything touched by the light.\nAny invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure.\nAny creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light.\nIf any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, its duration increases to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, its duration increases to 8 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Illumination, Variant\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a globe of light, that occupies an area of 5-foot within range. The area of 10-foot radius around the globe is covered in bright light, and creates 10 feet of dim light beyond that.\nIn addition, if a creature stands in the area occupied by the globe when you cast this spell, the creature must succeed on a Dexterity saving throw, or is blinded until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Illusoid\nLevel: 7\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Until Dispelled\nComponents: V, S\nDescription: You create an image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusoid is \"smarter\" than other illusions, able to react naturally to the enivronment and various phenomena, simulate movement, and so on, on its own with no action required on your end. Creatures you simulate with an illusoid act with an intelligence that does not exceed yours, carry on conversations in languages you are familiar with, and are able to convincingly respond to stimulae as well as any real being can, although their knowledge and memories are limited by your own.\nUnlike other illusions, an illusoid has a physical, very real material presence, and as such can inflict real damage to creatures and objects. You can create the following effects:\nAttacks from illusory creatures, weapons, and objects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 bludgeoning, piercing, or slashing damage (your choice) and 5d8 psychic damage on a failed save.\nIllusory bridges, walls, and similar structures. Objects you create can support the weight of creatures, block travel, etc. as well as the real thing can. Creatures that can tell it's an illusion can pass through with difficulty, expending 4 feet of movement to move through 1 foot of the \"solid\" object.\nElemental Effects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage (your choice) and 5d8 psychic damage on a failed save.\nTerrifying Things. Creatures you choose within the area must make a Wisdom saving throw or be frightened by the illusoid. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.\nSickening Smells. Creatures you choose within the area must make a Constitution saving throw or be incapacitated by the stench. A creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nPhysical interaction with the illusoid does not reveal it to be an illusion, because it is partly real. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusoid for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A creature that can tell an illusoid is fake is immune to psychic damage from an illusoid"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imbue Harmlessness\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a silk rag worth 100 GP\nDescription: You attempt to remove a creature's ability to cause physical harm. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it cannot take the Attack action until the spell ends.\nAt the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imbue Personality\nLevel: 4\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, M\nMaterial cost: A bone with the desired name carved into it, which the spell consumes\nDescription: This spell causes the targeted undead to develop a personality. The caster lays their hands on the target and says 3 adjectives aloud. These adjectives will form the basis of the target's personality. For example, If Cheerful, Intelligent, and Wise, then the undead will become a cheerful and smart person. The DM may decide to increase the wisdom, charisma, or intelligence of the target (If, for example, \"strong\" is chosen as a personality trait, the target's strength score will not increase, but the target may think they are stronger than they are). The undead will still obey its master without hesitation, but they may offer their opinion on orders. For example, if \"Kind\" was chosen as a trait, and they are ordered to slaughter all innocents in a village, they will verbally object to what they were ordered to do. Any personality traits may be inserted as necessary by the DM, but the 3 adjectives it is originally given trump any DM-given traits.\nIf a creature is targeted that could not previously speak, it gains this ability. It cannot learn any new languages this way.\nAn undead with a personality from this spell maintains its form after its master's demise, enacting any wishes it has independently. It retains any personality traits it was originally given.\nIf the caster of this spell uses it again, they may not use the same adjective again until the first instance of that adjective has been destroyed or dispelled"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imbue with Spell Ability\nLevel: 4\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous Until Used Or Dispelled\nComponents: V, S, M\nMaterial cost: divine focus\nDescription: Grants the gift of magic to another individual capable of receiving it.\nYou transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, or spells that grant healing can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of Imbue With Spell Ability can\u2019t exceed this limit.\nHD of Recipient\n2 or lower: One 1st-level spell\n3\u20134: One or two 1st-level spells\n5 or higher: One or two 1st-level spells and one 2nd-level spell\nThe transferred spell\u2019s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.\nOnce you cast Imbue With Spell Ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the Imbue With Spell Ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active Imbue With Spell Ability spells, the more recently cast imbued spells are dispelled.\nTo cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imbuing Ritual\nLevel: 5\nSchool: Necromancy (Ritual)\nClasses: Warlock\nCasting time: 6 Hours\nRange: Touch\nDuration: Indefinite\nComponents: S, M\nMaterial cost: 6,000 Gold Pieces Worth of Decorated Surgeon's Tools, and a Fresh Piece of The Creature of your choice, Both of Which the Spell Consumes \nDescription: Taking the pieces of a creature that you keep within 5 feet of your person throughout the ritual, you sew mixtures of arcane, mechanical or eldritch energy, alongside the pieces of the creature that you've chosen into your body, or into a willing or unconscious creature that remains within your range of touch for the duration. At the end of the duration of the spell, roll a check, determined by your main spellcasting ability score. On a check of one through ten, the ritual fails, and the piece of the creature is wasted. On a check result of eleven through fifteen, the piece is consumed, but you (alongside your Dungeon Master for assistance and balance) may choose a minor property from the creature to add. (Ex. The darkvision of an Owlbear, or the climbing abilities of a Roper). On a check of sixteen through twenty, the user may now consume the piece and choose either two minor properties, or one major property of the creature (Ex. The regenerative abilities of a Troll, or the Winged Flight of a Dragon). Finally, on a check of twenty-one through twenty-five, the user may choose between two major properties of the creature, or a legendary property (Ex. The legendary resistance of a Lich, or the Annihilating Aura of a Nightwalker).\nReplacing your or someone else's being can prove to be quite the heavy toll on a person's body, and psyche. After casting, the caster must make a Constitution saving throw equal to the roll that they'd performed. On a failure, the user takes two levels of exhaustion, and one indefinite madness from the Dungeon Master's Guide, or the DM's choice. On success, the caster only takes two levels of exhaustion. A creature may only have a number of modifications equal to half their Constitution Modifier, rounded up. If you wish, you may choose to enact this ritual, and without the component of the creature, or the consuming of the other component, remove a property from a target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Immolation, Variant\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5 Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You immerse yourself in a roaring pillar of fire, singing yourself to burn nearby targets. For the duration of the spell, you take 1 fire damage at the beginning of each of your turns. Whenever another creature begins its turn within 5 feet of you, or moves into or through that area for the first time on its turn, it takes 1d4 fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to yourself increases by 1 and the damage dealt to all other creatures increases by 2d4 for every slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Immortality\nLevel: 7\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 8 Hours\nRange: Self\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: a drop of dragon's blood and flawless gemstones worth at least 1000 gold pieces\nDescription: Through countless hours of study, journey, or by some other means you have discovered this spell; the key to immortality. When you cast this spell, you must concentrate on it for the full duration, making a concentration save every 2 hours for 8 hours. On a failure, the spell automatically fails and is wasted. Upon successful casting of the spell, you gain the following benefits:\nYou can no longer age naturally or magically, and are restored to the prime age of your species.\nAny poisons or diseases affecting you are removed. You are now immune to poisons and diseases.\nYou gain advantage on saving throws that would lower your maximum hit points and Ability Scores.\nYou are immune to effects that would kill you instantly, and you can't be disintegrated.\nOnce you cast this spell successfully, it is lost from your spell list forever, you cannot cast it again, and you must choose a new spell to replace it when you regain your expended spell slots."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Impart Knowledge\nLevel: 1\nSchool: Divination\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: A way to quickly and silently communicate complex ideas. This spell allows you to communicate complex thoughts (such as maps, diagrams, explanatory images \u2013 which may move in a sequence to show a procedure \u2013 and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. If the recipient is not willing, this spell automatically fails."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imperial Blight\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Created by Imperial Wardens, allows you to cause radiant energy to washe over a creature of your choice that you can see within range, burning them with pure radiant imperial fire. At the start of each of its turns for the duration of the spell, the target must make a Constitution saving throw. On a failed save, the target takes 6d6 radiant damage. On a success, it takes half as much damage and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imperial Bolt\nLevel: 1\nSchool: Evocation\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: This spell is used by Imperial Wardens, to weaken their target's will. You shoot a beam of pure radiant energy towards a target within range. This bolt automatically hits, no attack required, causing 2d6 radiant damage. In addition, the target must make a Wisdom saving throw. On a failed save, it has disadvantage on the next Wisdom save or check it makes until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level about 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Impermanence of Being\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: a dead humanoid fetus or similar sign of life stopped short\nDescription: One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Wisdom saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + your spellcasting modifier. Based on the result, the creature ages that much faster per day. (For example, if a 5 was rolled, the creature would age in one day as if it were five.)\nThis spell automatically dispels any permanence of being spell affecting the target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Implode Poison\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Druid, Ranger, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a portion of nightshade root\nDescription: You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one.\nIf the target was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 4d8 for the target.\nConstructs and undead are unaffected by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Improved Familiar\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\nDescription: You gain the service of an improved familiar, a spirit that that takes the form of a standard familiar, any non-humanoid creature with a CR less than 1 or any one of the following creatures: imp, pseudodragon, quasit, sprite, or tressym. It gains an Intelligence score of 12 if it's not 12 or higher already, and its Wisdom and Charisma scores increase by 4. It appears in an unoccupied space within range and has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type.\nYour improved familiar acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. An improved familiar cannot use the Attack action, but can use other abilities as normal. Additionally, it gains the ability to use three cantrips and one 1st-level spell, which you teach it when you first summon it. These spells can be any that you know, but they cannot deal damage or take away control of a subject (such as with charm person). They can cast the 1st-level spell once before requiring a short or long rest. Wisdom is their spellcasting ability.\nAs a bonus action, you can temporarily dismiss your improved familiar. It disappears into a pocket dimension where it awaits your call. You can recall your improved familiar as a bonus action as well, upon which it reappears in any unoccupied space within 30 feet of you.\nYou can communicate telepathically with your familiar as long as they are within 1 mile of you, and they can speak any language that you can speak plus any listed in their entries.\nYou cannot have more than one familiar at a time, regardless of type. If you cast this spell while you already have any type of familiar, you instead cause it to adopt a new form.\nIn all other ways your improved familiar functions as described by the find familiar spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Improved Magic Missile\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three large glowing missiles of powerful magical force. Each missile hits a creature of your choice that you can see within range. A missile deals 1d12 + 2 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. If the target uses the shield spell, the damage dealt by the improved magic missiles is reduced by half.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more missile for each slot above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incendiary Grenade\nLevel: 1\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet (10-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: The grenade creating a burst of divine energy that travels outward from the point of detonation. Each target you choose within 20 feet of the grenade must succeed on a Constitution saving throw or take 1d6 radiant damage, and considered burning. A target that succeeds on its saving throw takes half as much damage and is not given the burning condition.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incinerating Impacts\nLevel: 4\nSchool: Evocation\nClasses: Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A melee weapon in range begins to visibly glow a dim red color, and its strikes can become empowered with flame. For the duration, the weapon sheds bright light in a 20-foot radius, and dim-light for an additional 20 feet. Whenever a creature uses the Attack action and hits with the weapon, it can use a bonus action to deal an extra 5d6 fire damage to the target of its attack. This bonus action represents a summoning of vigorous spirit to evoke the incinerating flames, usually involving something like clenching fists or shouting a war cry.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incomplete Chord\nLevel: 3\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Concentration, Up To 1 Round\nComponents: S, M\nMaterial cost: a musical instrument worth at least 5 gp\nDescription: You play the musical instrument used as the material component for this spell, creating an unfinished chord charged with magic that lingers in the air for the duration of the spell.\nAs an action, another creature within range capable of casting this spell can complete the chord. When they do so, they choose a point within the spell's range. All creatures within a 20-foot radius of that point must make a Dexterity saving throw, taking 8d8 fire, lightning, or thunder damage (your choice when you cast this spell) on failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by this spell increases by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incorporeal Object\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A velvet cloth\nDescription: You cause an object to phase out of physical existence. One Medium or smaller object you touch that isn't being worn or carried and isn't magical looses physical form. The object appears as it normally does, but other objects pass through it as if it were an illusion.\nCreatures cannot pick up, move, operate, or otherwise use or interact with the affected object. Physical forces, such as blowing wind or flames, cannot affect the object in any way. If the object was a weapon, it cannot inflict damage. Gravity can still affect the object as normal, and it falls through other objects and surfaces as if they were illusions.\nWhen you cast this spell, you can choose up to 3 objects, surfaces, or planes of matter that fit inside a 10-ft. cube, such as a table, a section of the floor of a building, a 10-ft. patch of ground, or a glove. The object interacts normally with those objects, surfaces, or planes of matter. If the affected object is unsecured by anything targeted by this effect, then it can fall endlessly into the center of the earth, as nothing stops its movement.\nIf you target an object that currently contains other objects, such as a backpack or jar, the objects inside the affected object become incorporeal along with it, causing the effects described above. The affected objects can interact with each other normally, however. If one of the objects is a magical item, it phases through the object as described above.\nMagical effects can still affect the object. For example, a hand created by the Mage Hand spell can pick up and move the object, provided it doesn't weigh more than 5 pounds, or a Fireball spell can ignite the object.\nWhen the spell ends, the object returns to its corporeal state. If it is inside the space of another object, the affected object is annihilated in any area it is touching that object. For example, if an object was halfway through a 1-inch thick wall of physical matter, the object would be split in two on either side of the wall, and 1 inch of material inside the wall would be annihilated.\nIf the spell ends and the object is inside the space of a creature, that creature must succeed on a Dexterity saving throw or take 1d10 force damage. The object is annihilated where it is touching the creature as described above.\nA Disintegrate spell cast on the object transforms it into fine gray dust, which is corporeal. The spell then ends.\nA Dispel Magic spell cast on the object causes it to phase back into existence, and the effects described above occur. The spell then ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a Large or smaller object. When you cast this spell using a spell slot of 6th level or higher, you can target a Huge or smaller object. When you cast this spell using a spell slot of 8th level or higher, you can target magical objects with the spell. While affected by this spell, the object's magical properties cease to function and cannot be activated. If the magical object is attuned, the attunement does not end or change. When the spell ends and the affected magical object is inside another object or creature's space, it looses its magic if it is partially or completely annihilated."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Indestructible Form\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A small metal statue worth at least 1,000 gp\nDescription: You assume the stance of a statue, turning your entire body, as well as everything you are wearing and carrying, to indestructible metal for the duration of the spell. While in this form, you are considered petrified, and your weight multiplies by a factor of one hundred; you additionally become immune to all damage and conditions, and you can't fail Strength, Constitution, Intelligence, Wisdom, or Charisma saving throws. You may end the effect on yourself at the beginning of any of your turns.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum duration increases to 10 minutes. In addition, instead of casting the spell on yourself, you may cast it with a range of Touch on another willing creature. This creature may end the effect on itself at the beginning of any of its turns.\nWhen you cast this spell using a spell slot of 9th level or higher, you may target both yourself and another willing creature with this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Indomitable Presence\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: Your presence is strength itself. You have learned to exert power merely through releasing your aura. Until the spell ends, for all of your Strength rolls including but not limited to ability checks, saving throws etc, you use Charisma instead of Strength.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you extend the duration by 1 hour for each slot level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infernal Binding\nLevel: 7\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a ruby worth at least 4,999 gp\nDescription: Uttering a dark incantation, you summon a fiend from the lower planes. As you summon the fiend, you bind it to your plane and force it to indefinitely obey your will. You choose the devil\u2019s type, which must be one of challenge rating 6 or lower, such as a barbed devil. The fiend appears in an unoccupied space that you can see within range. For the purposes of spells and other effects, the fiend is considered native to your current plane.\nThe fiend is hostile to you and your companions, but when it is summoned it is charmed by you. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions.\nAt the end of every 7 days, the fiend can make a Wisdom saving throw against this spell. If it succeeds on its saving throw, it is no longer charmed by you or subject to your commands. It is free to act however it pleases, and may seek revenge against you and your companions.\nFurther casting of this spell has no effect, as long as a devil remains bound by this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infernal Law\nLevel: 5\nSchool: Enchantment\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: Note: this spell must be cast by a creature of a lawful or neutral alignment.\nOne creature that you can see within range must make a Constitution saving throw or have infernal law be set upon them. On a fail, their are surrounding by dark light. The creature is bound for by fiendish black bands for the duration, becoming incapacitated. the caster may read off a rule that the creature must follow for 24 hours, or until the caster releases them as an action. The rule must not ask the creature to take action that they normally would never think to, and it must be a \"don't\" rule, e.g., \"You may not touch the large pile of treasure in the corner\". The creature is released once the caster finishes reading the rule. If they fail to follow the rule at any time, they take 5d6 psychic damage for every round that they are disobeying it. If this spell is used again before the duration is complete, it resets the spell\u2019s effect duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infernal Rain\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a piece of brimstone worth 100 gp for each creature summoned, which the spell consumes\nDescription: You throw the pieces of brimstone into the air and they catch fire and grow in size as creatures of living fire take their place. Each piece you threw into the air becomes an infernals and appears in unoccupied spaces within 10 feet of each other. The infernals are under your control and will follow only you. After the duration or upon their death, their bodies explode causing creatures within a 20-foot radius of the infernal to make a DC 16 Dexterity saving throw taking 8d6 fire damage on a failed save or half as much damage on a successful one. You can summon as many as five infernals with this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inferno\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, M\nMaterial cost: tar\nDescription: Your body begins spewing out a flaming tar like substance, until the end of your turn you leave a trail of this substance in every space you walk through, if a creature walks through this substance or starts their turn in it they must make a Constitution saving throw or take 1d10 fire damage.\nAt Higher Levels. This spell\u2019s 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: Inferno, Handaxe\nLevel: 0\nSchool: Transmutation\nClasses: Paladin\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Handaxe\nDescription: You uppercut a target with your handaxe, and the magic augments your attack to make it enlarge and ignite with flames. Make a melee spell attack against a target in range. If you hit, they take 1d12 fire damage.\nAt Higher Levels. This spell\u2019s damage increases by 1d12 when you reach 5th level (2d12), 1th level (3d12) and 17th level (4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inferno, Mace\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Mace\nDescription: Your mace begins to smolder and smoke, make a melee spell attack against a target in range dealing an extra 1d6 fire damage on a hit and the target becomes covered in smoke until the start of your next turn, A creature covered in this smoke can only see for 10 feet and must make a constitution save when they try to attack, if they fail they have disadvantage on the attack.\nAt 5th level, the melee attack deals an extra 1d6 fire damage to the target, at 11th level (3d6) and 17th level (4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inferno, Quarterstaff\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: Quarterstaff\nDescription: You create a ball of fire on the end of your staff, then fling it at a space within range, all creatures within a 15 foot radius of that space must make a constitution save or take 1d4 fire damage and have disadvantage on the next attack they make against you for the duration.\nThis spell\u2019s 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: Inflate Ego\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You massively bloat the ego of a hostile creature, and prevent them from backing down. Choose one target in range, and a second target that the first can see. The first target must make a Charisma saving throw, or have their ego bloated. For the duration of the spell, they are effected by the following.\nThey cannot take the Dash or Disengage action.\nThey cannot willingly be more than 60 feet away from the second target.\nAt the start of the first target's next turn, they can reattempt the saving throw, ending the spell on a success.\nUndead, constructs, creatures with a Charisma of 5 or less, and those immune to the charmed condition, cannot be the first target of this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inflict Exhaustion\nLevel: 5\nSchool: Necromancy\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: Make a melee spell attack against a creature. If you hit, their speed is halved for the duration of the spell and they must make a Constitution saving throw or gain a level of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inflict Greater Wounds\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You fill your hand with negative energy and transfer that energy to a target. Make a melee spell attack against a target within range. On a hit, the target takes 7d10 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each level beyond 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inflict Minor Wounds\nLevel: 0\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d12 necrotic damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inflict Positive Energy\nLevel: 1\nSchool: Necromancy\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Channeling the raw, unfettered potency of the positive energy plane, you inflict grievous harm upon a creature's life force. Make a melee spell attack against a creature you can reach, dealing 5d4 radiant damage on a hit. A creature that dies outright from this damage becomes disintegrated. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inquisitor's Strike\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d4 radiant damage and must make a Wisdom saving throw. On a failed saving throw the target has disadvantage on all Deception and Stealth checks until the start of your next turn. If the target is an undead or fiend, the radiant damage is increased to 1d8 and it has disadvantage on the saving throw.\nThis spell's damage increases by 1d4, or 1d8 for fiends and undead, when you reach 5th level (2d4, 2d8 for fiends and undead), 11th level (3d4, 3d8 for fiends and undead), and 17th level (4d4, 4d8 for fiends and undead)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inspire Survival Instinct\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Cleric, Druid\nCasting time: 1 Reaction\nRange: 30 Feet\nDuration: 3 Turns\nComponents: V, S\nDescription: As a reaction to the death of a creature, you give three death saves to a creature within 30 ft that you can see that does not normally get death saves. It suddenly has zero hit points and three death saves just like any character. This spell has no affect on creatures that already get death saves."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instant Audience\nLevel: 4\nSchool: Illusion\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: 4 Hours\nComponents: V, S, M\nMaterial cost: a small collection of various items such as buttons and coins, and a live mouse, which vanishes for the duration of the spell but reappears, unharmed, when the spell is over\nDescription: You conjure an semi-real audience. Every minute for the next five minutes, 1d4 people will enter the area as if just coming in from the outside (they do not poof into existence). They appear to be a mix of people appropriate for the circumstances and location. When it\u2019s appropriate, they will applaud, chit-chat, and eat available snacks. If it\u2019s appropriate for the circumstances, they may flirt or act as bullies. They do not talk about themselves at all, as they have no history or true knowledge beyond trivia you yourself might know. Nor do they leave the area. When the spell\u2019s duration ends, or you dismiss the spell, the audience members leave in the same way they came in. The members of the audience do not fight in any manner. They have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instant Dash\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: \u2014\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You temporarily cause time to freeze, allowing you to instantaneously and immediately move up to your walking speed.\nYou can cast this spell at any time, as it takes no action at all to cast."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instant Strike\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: \u2014\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You temporarily cause time to freeze and brandish the weapon used in the spell's casting, allowing you to instantly make a melee weapon attack against a target you can reach. On a hit, the target suffers the weapon's normal effects, and takes an additional 3d8 force damage.\nYou can cast this spell at any time, as it takes no action at all to cast."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instil Pain\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Bonus Action\nRange: 50 Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: One creature of your choice that is within 50 feet of you, aware of you and frightened of\nyou takes 1d8 psychic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th\nlevel (3d8), and 17th level (4d8)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instill Madness\nLevel: 3\nSchool: Enchantment\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 120 Ft\nDuration: Special\nComponents: V, S\nDescription: One creature of your choice within range, that is aware of you and frightened of you, must succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature must roll on the d100 short-term madness table.\nThe effect lasts for 1d10 minutes. You cannot cast this on a creature already suffering madness.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Instrument of Life\nLevel: 4\nSchool: Evocation\nClasses: Bard\nCasting time: Instant\nRange: Self (15 Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast the spell, a melodic tune sings out that is heavenly to your allies ears but ghastly to enemies. When casted, allied creatures within the 15 foot cube heal 2d4. However, when enemy creatures hears this tune, they must make a Wisdom saving throw otherwise take 2d4 thunder damage and become deaf until their next turn..\nAt Higher Levels. When you cast this spell using a spell slot of 5 or higher, you gain 1d4 per spell slot for damage as well as health gained back"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Intensify Emotions\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bit of chocolate\nDescription: You attempt to create strong emotions in a group of people.\nEach humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, whatever emotion that creature is feeling at that moment is significantly increased in intensity. Angry individuals will become furious, possibly writhing or attacking at random; comfortable creatures will fall into paralyzing ecstasy; joyful creatures will become energized and may begin laughing uncontrollably; and sad or malcontent creatures will become overwhelmed with grief or depression.\nWhen the spell ends, all intensified emotions vanish instantly, leaving most of the affected creatures in a brief state of whiplash. In combat, when the spell ends, all affected creatures are incapacitated until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Interference Field\nLevel: 6\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Radius) Or 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A crystal vessel filled with finely ground flail snail shell dust suspended in elemental quintessence, worth 2500 gp\nDescription: A sphere of disruptive magic originates from you in a 40-foot radius for the duration. This magic interferes with spellcasting in the area. Any creature that attempts to cast a spell while in this spells area must succeed on a spellcasting ability check against your spell save DC. On a failure, the spell slot used to cast the spell is wasted and the creature takes an amount of psychic damage equal to 1 + the failed spell's level.\nThe field also intereferes with creatures' concentration on spells. If a creature other than you within the spell's area makes an ability check or saving throw to maintain concentration on a spell, they have disadvantage on the check.\nYou can use a bonus action to detach the field from you, reducing its radius in half but allowing you to move its origin to any point within 120 feet of you. You can continue to use your bonus action to move it on each subsequent turn or recenter it on you, increasing its radius back to default.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\nThe default 6th-level Power Point allocation of this spell is Radius 2, Range 3, Damage 0, Duration 1, Concentration Killer 0.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nRadius \ud83d\udd17\n20 ft.\n30 ft.\n40 ft.\n50 ft.\n60 ft.\n70 ft.\n80 ft.\n90 ft.\n100 ft.\n110 ft.\n\n\nRange \ud83d\udd17\n30 ft.\n60 ft.\n90 ft.\n120 ft.\n150 ft.\n\u2014\n300 ft.\n\u2014\n600 ft.\n\u2014\n\n\nPsychic Damage \ud83d\udd17\n1 + the spell's level\n1d4 + the spell's level\n\u2014\n1d6 + the spell's level\n\u2014\n1d8 + the spell's level\n\u2014\n1d10 + the spell's level\n\u2014\n1d12 + the spell's level\n\n\nDuration\nUp to 1 minute\nUp to 10 minutes\n\u2014\nUp to 1 hour\n\u2014\nUp to 8 hours\n\u2014\n\u2014\nUp to 24 hours\n\u2014\n\n\nConcentration Killer\n\u2717\n\u2717\n\u2717\n\u2713\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\nConcentration Killer. By allocating power points into this attribute, the spell's interference becomes quite vicious. Whenever a creature other than you that is concentrating on a spell enters the field for the first time on a turn or starts its turn there, it takes 1 + the concentrated spell's level psychic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Internal Flame\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute, Concentration\nComponents: None\nMaterial cost: glob of wax, piece of tinder\nDescription: Target one creature within range. Flames spring to life in their stomach, causing extreme pain and discomfort. The target takes 2d6 fire damage at the end of their next turn. You may use a bonus action on each of your turns for the duration to rekindle the flames, renewing the effect. The target has disadvantage on concentration checks until the spell ends. When the target takes damage from this spell, it must make a save against your save DC. On a success, it takes half damage. On a failure, it takes the full damage and falls prone. This effect ends without being triggered if another creature uses their action to give the target the heimlich and quench the flames, requiring a strength check against your spell save DC minus 5, or if the creature receives healing from any source before the end of its turn. This spell may also be used to summon a flame inside an inanimate object, such as a lantern or tankard of ale, in which case you may target a number of containers equal to the level of the spell slot expended to cast this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per spell slot above second level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Intimidating Presence\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: You enchant your presence with an intimidating glare. Select up to three humanoids within range who will be affected. Affected creatures must pass a Wisdom saving throw before willingly moving towards you. You gain advantage in Intimidation checks against affected creatures.\nUndead and creatures immune to being charmed aren't affected by this spell\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select an additional target for your spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inversion\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell on yourself, you focus and reverse one non-instantaneous spell effect currently being cast on you when you finish casting. Damaging spells are ended, while spells with non-damaging effects return to their caster and effect them. If the effect would stop them from casting spells, the spell effect also ends without doing anything. The caster becomes aware of this change, and if they have control over the spell they can end it on their turn as normal, but can't put it back on their original target unless that spell explicitly says it can. The caster doesn't have to be a creature, so this spell can work for potions, items, locations (But not planar effects), and traps as well, though only those that could reasonably affect the original caster and aren't themselves instantaneous (You can use it on periodically occurring effects, such as those that happen when you spend an amount of time in a location). This spell cannot invert spell effects cast at a higher level than it, but if you cast it at higher level, you can potentially affect those spells.\nAt Higher Levels. When you cast this spell using a spell slot of level 2, you can affect one additional creature within 30 feet of you as if they cast the spell on themselves (Spells that affect a location can be inverted throughout that location, not simply within 30 feet of the caster). When you cast this spell using a spell slot of 3 or higher, you can affect twice the amount of additional creatures as with the next lower level of the spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Acid\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Until the spell ends, your body emits a green mist and you gain the following benefits:\nYou become immune to acid and poison damage.\nIf a creature makes a melee attack against you, it must make a Constitution saving throw, taking 2d6 acid damage and becoming poisoned on a failed save.\nYou may use an action to launch a ball of corrosive energy. Make a ranged spell attack against one creature within 90 feet, dealing 1d8 acid damage on a hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Green\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Until the spell ends, bits of soil, grass, leaves, and vines spread across your body, and you gain the following benefits:\nYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\nYou can use your action to cause lashing weeds and vines to sprout from the ground in a 15-foot square starting from a point within 60 feet of you. Each creature in the area must make a Strength saving throw or be restrained by the plants. A creature restrained by this effect can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nYou can move across difficult terrain made of vegetation without spending extra movement, and you are unaffected by plants that are magically created or manipulated to impede movement, such those created by the entangle spell. You can also pass through plants as if they were air without disturbing them or taking damage from them if they have thorns, spines, or a similar hazard, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Light\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You wreathe yourself in shining, yellow-white light, casting bright light in a 60-ft. radius and dim light for an additional 30 ft. for the spell's duration. This light is sunlight. Until the spell ends, you gain the following benefits:\nYou are immune to radiant damage and have resistance to psychic damage.\nAreas of magical darkness created by spells 6th level or lower within 60 ft. of you are dispelled. Creatures cannot activate effects that create areas of magical darkness while they are within 60 ft. of you.\nYou can use your action to hurl a bolt of light that is 15 ft. long and 5 ft. wide extending from yourself in a direction you choose. Every creature in that area must make a Dexterity saving throw. Oozes and undead have disadvantage on this saving throw. A creature takes 4d6 radiant damage, or half as much on a successful one. A creature that fails its saving throw against this effect is blinded until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Poison\nLevel: 6\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You can use an action to hurl a bolt of toxic energy, Make a ranged spell attack against a creature within range. On a hit, the target takes 2d4 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.\nToxic gas emanates from your body, anyone within a 10-foot radius of you at the end of their turn must make Constitution save or take 2d6 poison damage, half on a success.\nYou gain immunity to poison damage and resistance to necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Sand\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Until the spell ends, sand whirls a round you, and you gain the following benefits:\nRanged weapon attacks made against you have disadvantage on the attack roll.\nYou can move across difficult terrain created by dirt or sand without spending extra movement. Your vision is unobscured by dirt or sand, and you can breathe dirt or sand as if it were air. You can walk on quicksand as if were solid ground. You are immune to damage from spells that create sand or dirt which deal damage, such as the sandblast spell.\nYou can use your action to create a line of sand 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded and unable to speak until the end of your next turn. On a successful save, a creature takes half damage and isn't blinded or unable to speak"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Sand, Variant\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Swirling sand surrounds you and you gain the following benefits:\nRanged attacks directed towards you have disadvantage.\nAny creature that moves within 5 feet of you for the first time in their turn or ends their turn there take 1d10 slashing damage.\nAny creature that ends their turn within 15 feet of you must make a Constitution saving throw with advantage. If they fail, they become blinded. If they are within 10 feet of you, it\u2019s a normal saving throw. If they are within 5 feet of you, it is with disadvantage. If they become blinded, they cannot attempt to become un-blinded until they are more than 15 feet away from you. They can then attempt another Constitution Saving throw to undo the blindness.\nYou can use your action to create a circle of quicksand that has a radius of 15 feet that is within 60 feet of you. Any creatures inside of the circle must make a Dexterity saving throw, or become restrained. The area acts like the spell quicksand"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Water\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Until the spell ends, water swirls across your body, and you gain the following benefits:\nYou are immune to acid damage, and you have resistance to fire damage.\nYou have a swim speed of 90 feet, and you can walk on liquid as if you were under the effects of a water walk spell. You can breathe water as if it was air.\nYou can use your action to create a high-pressure blast of water 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from you and knocked prone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invincibility\nLevel: 9\nSchool: Abjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Until the spell ends, you are immune to all damage, you cannot die, and you automatically succeed on saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invisibility Purge\nLevel: 3\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You surround yourself with a sphere of power with a radius of 15ft that negates all forms of invisibility. Creatures that succeed a Wisdom saving throw against your spell DC prevents this spell from effecting that creature.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the radius by 5ft per spell level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invisibility to Undead\nLevel: 1\nSchool: Illusion\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: holy symbol\nDescription: You touch a creature. Until the spell ends, undead with an Intelligence of 6 or lower treat the affected creature as being invisible, and will not become hostile toward it until they see it.\nThe spell ends if the affected creature attacks or casts a spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion affects the minds of smarter undead. The maximum Intelligence score this spell can affect increases by 2 for every slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invocation of Ate, Lord of the East\nLevel: 9\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: All creatures in a 60-foot cone must make a Dexterity saving throw the first time on a turn that it enters the area, including when this spell is cast. A creature takes 10d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained until the spell ends. You may change the direction of the cone as a bonus action.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and is hurled 3d6 \u00d7 10 feet away from the affected area in a random direction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invocation of Gedula, Lord of the South\nLevel: 9\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: Self (120 Ft. Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: The blazing winds of Gedula's brilliance envelop everything in your path. Every creature within range must make a Constitution saving throw. The cone spreads around corners. A creature takes 42d6 fire damage on a failed save, or half as much damage on a successful one.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invocation of Markt, Lord of the North\nLevel: 9\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: You commune with the master of gravity, imbuing yourself with a fragment of his raw power. As an action or bonus action, you may release a blast of gravity. Every creature within a 30-foot radius of you must attempt a Strength saving throw. On a failure, they take 4d6 force damage and become paralyzed until the end of your next turn. On a success, they take half as much damage and become prone. If used as action, this has the Recharge (5-6) feature. If used as a bonus action, it has the Recharge (6) feature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invocation of Ve, Lord of the West\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self (60 Ft. Radius)\nDuration: Concentration, 1 Hour\nComponents: V, S\nDescription: Communing with the one whose name trembles even the water spirits who caper beneath the waves. As a bonus action, all creatures of your choice within a 60 ft. radius must attempt a Wisdom saving throw as their airways slowly fill with water. On a failure, they immediately begin suffocating. On a success, they must hold their breath to avoid suffocating."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invoke Boargeist\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: direct or reflected moonlight, which is required to cast the spell\nDescription: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and massive tusks of a crazed wild boar outline your own head heavily enough that others perceive it as replacing your head, and you gain several attributes of Wereboar Lycanthropy.\nCharge: If you move at least half your base walking speed straight toward a target and then hit it with the ethereal tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spellcasting save DC or be knocked prone.\nRelentless: The first time you would take 20 + your caster level + your spellcasting modifier damage or less that would reduce you to 0 or negative hit points, you are instead reduced to 1 hit point.\nFrightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller.\nMoonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silver.\nTusks: You make a melee weapon attack using an action with your Strength modifier. This attack deals 2d6 + your spellcasting modifier slashing damage.\nWereboar Fortitude: You gain resistance to all nonmagical weapons that are not silvered"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invoke Scarecrow\nLevel: 3\nSchool: Enchantment\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: some straw\nDescription: You enchant yourself with the powers of a scarecrow and gain it's terrifying powers. For the duration of the spell, you benefit from the following.\nTerrifying Aura. You emit the scarecrows terrifying aura constantly through magic. When a creature enters or starts its turn within 30 feet of you, they must make a Wisdom save, or become frightened of you until the end of their turn. A creature with a Wisdom score of 14 or higher has advantage on the saving throw, and those with a score below 8 automatically fail.\nTireless Plantkeeper. Just like a scarecrow you are now a tireless worker that stops at almost nothing. You are immune to the poisoned and paralyzed conditions, and automatically succeed on saves against effects which would put you to sleep."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invoke Wolfgeist\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: direct or reflected moonlight, which is required to cast the spell\nDescription: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and forelimbs of a savage wolf outline your own head and arms, and you gain several attributes of Werewolf Lycanthropy.\nBite: You make a melee weapon attack using an action with your Strength modifier. This attack deals 1d8 piercing damage.\nClaw: You make a melee weapon attack using an action or bonus action with your choice of Dexterity or Strength modifier. This attack deals 2d4 slashing damage.\nFrightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller.\nKeen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.\nMoonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silvered.\nWerewolf Fortitude: You gain resistance to all nonmagical weapons that are not silvered"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Irascible Spear\nLevel: 6\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a leaden needle and a small string of black yarn\nDescription: You pull shadows together and create a polearm wreathed in the darkness. The Irascible Spear created with this spell has the reach, thrown (range of 30 ft. / 60 ft.), two-handed, and finesse properties. You are considered proficient with the Irascible Spear even if you lack proficiency with an appropriate weapon type. Roll 1d8 when you cast this spell; the result determines the damage type this weapon deals for the duration.\n\nCaption text\n\n\n1d8\nDamage Type of Attacks\n\n\n1\nPsychic\n\n\n2-3\nPoison\n\n\n4-5\nAcid\n\n\n6-7\nNecrotic\n\n\n8\nForce\nThe presence of the Irascible Spear turns bright light within 5 feet of it into nonmagical darkness, and in a 30 foot radius of it bright light turns into dim light, and dim light turns into nonmagical darkness.\nWhen you hit with an attack with this weapon, you deal 5d8 damage plus your spellcasting ability modifier. If the Irascible Spear leaves your grasp before the spell ends, you can use a bonus action to recall it to your hand and deal 1d8 damage to any creature that is within 5 feet of you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Iridescent Ray\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (50-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: any faceted gem or glass\nDescription: You Scatter rays of light that scorch enemies. This spell cast 1d20 light rays, not exceeding 1 per character level\nYou direct each of the rays of light to strike a target though no two rays can hit the same target in a single casting. They each deal 1d4 -1 radiant damage\nThe number of light rays that can hit a single target increases to 2 at 5th level, 3 at 11th level, and 4 at 17th leve"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Iron Flesh\nLevel: 5\nSchool: Abjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: iron statue of yourself worth at least 100 gp\nDescription: This spell turns your flesh to an iron-like substance for protection. For the duration, you have resistance to nonmagical bludgeoning, piercing and slashing damage. In addition, your AC can't be less than 18, regardless of what armor you are wearing.\nHowever, the heft of the iron increases your current carrying weight by 50 pounds, which can potentially cause you to become encumbered or heavily encumbered. As long as your carrying weight exceeds your carrying capacity due to this spell, your movement speed drops to 5 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Iron Maiden\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Duration: Instantaneous\nComponents: V, S, M\nMaterial cost: a iron nail\nDescription: You summon an iron maiden around one target Small or Medium. The target must succeed an Agility saving throw or the doors slam shut around them, dealing 7d8 piercing damage. If the target has blood, they suffers an additional 2 piercing damage at the start of each turn, until it receives healing.\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 and you can use the spell on targets of Large size."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ironwood\nLevel: 6\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Hour\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: wood weighing as much as the intended item and shaped into the object\nDescription: Ironwood is a spell used to created a magical metal like substance from normal wood. While remaining natural wood in almost every way, ironwood is as strong and heavy as metal. Spells that affect metal do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or woodworking tools, you can fashion wooden items that function as their metallic counterparts. Thus, wooden plate armor and wooden swords can be created as durable as their metallic counterparts. These items are freely useable by druids. If the ironwood objects are under the effect of an antimagic field or are dispelled via dispel magic, they are considered normal wood objects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Isaac's Missile Swarm\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Round\nRange: Self (See Text)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A clear prism or a sapphire, with each option costing 25gp (not consumed when the spell is cast)\nDescription: You create ten glowing darts of magical force that fly unerringly towards potential targets within a 20ft radius. A dart deals 1d6 force damage to its target. If there are more creatures than missiles, the caster must choose which targets are affected, with no target being affected by more than 1 missile. The darts all strike simultaneously, and will be distributed evenly among the potential targets until there are fewer missiles than targets, at which point the previous rule applies with the remaining missiles.\nA creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Isaac's missile storm. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates three more darts and the spread range increases by 5ft for each 2 spell levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Item box\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Minute.\nRange: 1 Foot\nDuration: 1 Round\nComponents: V, S\nDescription: This spell opens a hole in space that is connected to a small pocket dimension that can store objects like a bag of holding. The item box has an opening roughly 2 feet in diameter and cannot be turned inside out. You can retrieve or store and item with every casting of this spell and you always know the contents of the item box. Items remain in the pocket dimension even after the spell is dismissed and they are lost when you die. This item box can only store up to 10 items and the total weight of the items can be no more than 250 pounds. If you attempt to go over this weight limit the items within are lost."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ivote's Delivery Service\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You touch a nonmagical object that weighs 10 pounds or less and cause it to move towards a location of your choice. The target location must be known to you, and it must be on the same plane of existence as you. The item begins hovering just above the ground towards the target location, moving 20 feet per round and flying over barriers up to 5 feet tall or pits up to 10 feet wide. This spell moves the object along the most direct route, attempting to find a path around obstacles and hazards. When the object reaches its destination or spends more than 1 hour unable to make progress, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jalthier's Impending Boom\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Varies\nComponents: V, S, M\nMaterial cost: a potato wrapped in metal foil sprinkled with an explosive alchemical compound worth at least 50 gp, consumed as part of casting this spell\nDescription: \u201c\n\n\u200e\"Turn your parties' lunch into a fun AND deadly game!\"\n\n\u201d\n\n\n\u2014Jalthier Azimandeus\nDeclare a duration between 5 rounds and 1 minute. You touch the material component used as part of casting this spell and transform it into a fiery sticky bomb which will detonate at the end of the declared duration. As part of the same action used to cast this spell, you may attempt to plant this bomb onto a creature or solid surface you can touch within 5 feet of you. The creature must make a Dexterity saving throw. If it fails, you plant the bomb on it. If it succeeds, the bomb is now planted on you.\nThe creature with the bomb planted on it takes 1d8 fire damage at the start of each of its turns. It can use an action to attempt to pass the bomb to another creature it can touch within 5 feet. The recipient creature must make a Dexterity saving throw, avoiding the bomb being planted on it on a success.\nAt the start of the final round of the spell's declared duration, roll a d20 + your spellcasting ability modifier. The bomb explodes on that count in the initiative order, losing initiative ties. All creatures within a 10-foot radius of the exploding bomb must make a Dexterity saving throw, taking 10d6 fire damage on a failure, or half as much on a success. The creature with the bomb planted on it automatically fails the saving throw.\nCasting this spell to make another bomb while the current bomb is still active causes the new bomb to immediately explode. Casting dispel magic on the bomb, regardless if successful or not, has a 33% chance of causing the bomb to immediately detonate.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nContact Fire Damage \ud83d\udd17\nNone\n1d8\n2d8\n3d8\n4d8\n5d8\n6d8\n\u2014\n\u2014\n\u2014\n\n\nExplosion Damage \ud83d\udd17\n7d6\n8d6\n9d6\n10d6\n11d6\n12d6\n13d6\n14d6\n15d6\n16d6\n\n\nExplosion Radius \ud83d\udd17\n5 ft.\n10 ft.\n15 ft.\n20 ft.\n25 ft.\n30 ft.\n35 ft.\n40 ft.\n\u2014\n\u2014\n\n\nMin. and Max. Duration \ud83d\udd17\n5 rounds/1 minute\n\u2014\n4 rounds/10 minutes\n\u2014\n3 rounds/1 hour\n2 rounds/8 hours\n2 rounds/24 hours\n\u2014\n\u2014\n\u2014\n\n\nRoulette\nNo\n1 in 10\n1 in 6\n50/50\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nInitial Plant Range\nTouch\n15 ft.*\n30 ft.*\n60 ft.*\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n*You launch the bomb. If the creature succeeds the Dexterity saving throw, the bomb becomes planted on the first solid surface it lands on.\nRoulette. If power points are allocated to this attribute, roulette mode is engaged. Roll the bomb's initiative early. Each round on that count in initiative it has a chance to explode as indicated on the table. If the bomb reaches the end of its elapsed duration without exploding, the spell ends and it becomes a normal potato again.\nIf the bomb's duration is longer than 1 minute, you can have the explosion chance occur in intervals of minutes or hours. This must be declared along with the duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jolt Cadaver\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Charisma saving throw, and on a success is unaffected by this spell for the next 24 hours.\nThe motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop prone. If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning, piercing, or slashing damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength.\nAny motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.\nThe damage caused by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Judgment\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause a ray of magical light to strike a creature within range, leaving it extremely vulnerable to magic. The target must make a Wisdom saving throw. On a failed save, it takes 4d10 + 10 radiant damage and has disadvantage on saving throws made against spells and other magical effects for 1 minute. On a successful save, the target takes half as much damage and doesn't suffer the additional effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jumpstart\nLevel: 4\nSchool: Necromancy\nClasses: Artificer, Cleric, Druid, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point your finger at a willing creature within range and compel it to die instantly, channeling the energies of both light and dark simultaneously.\nAt the beginning of your next turn, that creature is forcibly brought back from the dead, regaining all of its hit points. The act of dunking a soul into the ethereal and yanking it back is, unsurprisingly, very traumatizing, and inflicts a level of exhaustion on the affected creature.\nThis spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two levels above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kaleido Star Cannon\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Druid, Paladin, Sorcerer, Warlock\nCasting time: 1 Full Action\nRange: 360 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Prism and diamond dust for a cost of no less than 100gp\nDescription: With enormous concentration you evoke the immense power of the stars, that power that gives off a remarkable heat, that power that the cosmos gives off, that destructive power. The star is concentrated and pressed in such a way that it becomes the size of a fist, then several rings, 3 feet in size, are created in front of you in the predetermined direction.\nFinally you discharge a very powerful beam of energy shiny 360 feet from you that invests everything (if multiple enemies are in the trajectory, they suffer the spell that suffers no disadvantages from cover), anyone within range makes a Dexterity saving throw. A creature that fails the save takes 8d4 radiant damage + 8d4 fire damage + 10 force damage, or takes only half as much damage on a successful one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kamikaze\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 3 Rounds\nRange: 1000 Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: A sudden and very strong god-like wind appears that is 250 feet wide and moves quickly, destroying or uplifting practically everything in its path; however you can choose any amount of creatures to be spared. Any creatures subject to the spell must make a dexterity saving throw. On a failure, the creature takes 8d6 Radiant damage and 8d6 wind damage and is blown 100 feet opposite to the direction of the wind, creatures that are gargantuan or larger are not blown away, on a success, the creature only takes half damage and is blown only half as far. If a ship is affected by the spell it is moved a number of feet equal to 2,000 divided by the ships weight in tons and it must roll a 1d8, on a roll of 8, the ship capsizes, Airships are exempt from the roll.\nYou can also choose to cast this with the help of multiple spellcasters, for each spellcaster aiding you in casting the spell, the damage increases by 4d6 Radiant damage and 4d6 wind damage, the range increases by 500 feet and the wind's width increases by 150 feet, the amount of feet blown is increased by 50 feet, the distance the ships are blown away by increases by 1000 feet. The spellcaster(s) do not need to have this spell prepared or even have access to this spell, all they need is an available 9th level slot which is consumed by the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Karno's Instant Pie\nLevel: 1\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You summon a freshly made pie into your free hand. The pie is 10 inches in diameter and is perfectly edible.\nYou may choose the variety of pie when casting, and may roll a spellcasting ability checks for pie quality (on a scale of 1-30) should you so choose. If you have proficiency with cook's utensils, you may make this check with advantage.\nThe pie may also be used as a weapon in combat. For you, it counts as a simple melee weapon with which you are proficient. It has the thrown property (range 10/30) and you can use your spellcasting ability instead of Strength for the attack roll. If your attack hits a creature, the pie deals 1d4 psychic damage. You do not add an ability modifier to this damage. If the creature is Large or smaller and can see, that creature is also blinded for 1 minute, or until the creature uses its action to wipe it's face clean."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kaunan the Fire Rune\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self, Touch, 120 Feet, Surface (15-Foot Cube), Etc.\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A handheld object with the \"Kaunan\" Rune written on it\nDescription: When Kaunan the fire Rune is cast on a surface, it lasts for the duration. If a creature comes near it before the duration is over, it explodes dealing 2d12 fire damage in a 10 ft radius and this can be cast on the ground, trees, shields, structures and even arrows. All creatures in range must make a Dexterity saving throw, taking half damage on a success.\nWhen cast on a weapon, it deals an additional 1d8 fire damage per attack and treats the weapon as magical.\nWhen cast on an allies armor it then gives them fire resistance and deals 1d8 fire damage to any creature that attacks them.\nThe reversal of this rune can quench a fire in a surface or act as a curse on a creature's weapon dealing 1d8 fire damage to them per attack or giving them fire vulnerability and dealing 1d8 fire damage to all nearby creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher, increase the amount of dice used for each effect by 1 for every spell level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Keen Cut\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: A horizontal arc of psychic energy manifests in front of you, cutting through all in your path. Each creature within a 5-foot cone must make a Dexterity saving throw. A creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one.\nThe arc cuts through any wooden nonmagical objects that aren't being worn or carried.\nAt Higher Levels. This spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Its range also increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kelpie's Poison\nLevel: 3\nSchool: Abjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Your tongue temporarily becomes that of a kelpie, lashing out your target. Make a spell attack against one Small or smaller object, or one creature of your choice. On a hit, a creature takes 1d8 poison damage, and is paralyzed until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kerrhylon\u2019s Magic Missile\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: \u201cKerrhylon Sora-Ghesh, the dragonborn woman who reinvented the wheel of the magical world.\u201d -inscription on her gravestone, at the Sin Leatram Universal College of Arcane Knowledge.\nYou create three large glowing missiles of powerful magical force. Each missile hits a creature of your choice that you can see within range. A missile deals 1d12 + 1 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. These missiles can only be blocked by the shield spell if the caster rolls a successful saving throw against your Spell Save DC. This saving throw uses their spellcasting modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each missile's damage damage increases by 1d12 per slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kinetic Fusillade\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of gunpowder, which the spell consumes, and six small metal tubes\nDescription: You conjure an unbroken stream of metal flechettes, which fly from your hand faster than the eye can track. Roll a d20 and add 40; the total represents the amount of piercing damage you can do with this spell. Each creature in a 60-foot cone must make a Dexterity saving throw. You then allocate the total damage as you wish between all creatures which fail this save; you may deal the full amount to a single creature, spread it evenly between each target, or any other combination. If all creatures in this area succeed on their saving throw, you deal no damage and the spell slot is wasted.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 10 damage to the damage total for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kinetic Garrote\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You create and attack with a garrote made out of force. The garrote is a simple weapon which deals 1d6 force damage and has the finesse, special and two-handed properties. As part of the action used to cast this spell, you must make a melee attack with the garrote against one creature no more than one size category larger than you and against which you have advantage. On a hit, the target suffers the attack's normal effects, is grappled by you and is unable to speak until the grappled condition ends. You must keep two hands on the garrote at all times to maintain the grapple and you may use your attack bonus with the garrote in place of your Strength (Athletics) to maintain the grapple.\nOn subsequent turns, you may use your action to make an attack with the garrote against the grappled creature without releasing the grapple. Attacks made in this way have advantage against the grappled creature.\nThe garrote's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th level (4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kinetic Redistribution\nLevel: 5\nSchool: Abjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: A magical barrier envelops your body, which can redistribute impacts. Until the spell ends, you gain one of the following benefits, which you can change as a bonus action.\nGuard. Your armor class increases by 2, and when you are hit by an attack, the damage is halved, and an equal amount is added to the damage pool.\nAttack. As an action(or as part of the bonus action used to change bonuses), you can make a melee spell attack against a creature within 5 feet of you. On a hit, they take 2d6 force damage, and you can expend any amount from the damage pool to add to the damage of this attack(maximum 10).\nAt Higher Levels. When cast at 6th level or higher, the damage increases by 1d6, and the maximum amount added to damage increases by 10, for every level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kinetic Throw\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You manipulate the power of force to toss your target. Make a melee spell attack against a target up to one size category larger than you. On a hit, the target is thrown up to 10 feet from you in any direction and knocked prone. If the target is thrown into a space occupied by another creature, that creature must succeed on a Dexterity saving throw or be knocked prone.\nThis spell deals an additional 1d6 force damage to the target and the distance you can throw the target increases by 5 feet when you reach 5th level (1d6, 15 feet), 11th level (2d6, 20 feet), and 17th level (3d6, 25 feet). You can choose not to deal the additional force damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: King Crimson\nLevel: 6\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a lock of pink hair\nDescription: You create a rip in the very fabric of time and travel through it. As an action, you cast this spell in order to enter a distorted space beyond and enter at a point 6 seconds later. You will appear at a point within twice your movement speed, not impeded by any effects that might slow your movement speed or affected by any spells, attacks, or actions that would have been made against you that round. These attacks, spells, or actions are still done, but simply fail. In addition, creatures within 200 feet of you must make a Wisdom saving throw or be unaware of the time skip. Creatures further than 200 feet away from you fail this save automatically. You may also perform one action whilst in the skip at the cost of half the movement the skip allows you. You may use a mundane object, take the attack action against a creature, drink a health potion, or any other action at the DMs discretion. However, you may not cast spells during the time skip."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kira's Explosive Touch\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: A semiprecious stone worth at least 10 gp\nDescription: You touch up to three Tiny nonmagical objects, imbuing them with explosive power. You can use a bonus action before the spell ends to detonate one of the affected items, forcing each creature within a 5-foot sphere centered on the item to succeed on a Dexterity saving throw or take 2d6 fire damage, or half as much damage on a successful one. The detonated item is then destroyed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kiss of the Petals\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a handful of petals from a pretty flower\nDescription: You fire a colorful blast of projectiles from your hand which resemble glowing flower petals. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.\nThe projectiles created by this spell cause no pain at all. Although they cause damage, the hit point loss inflicted by this spell represents a sensation of euphoria that saps the strength from a creature's body, and as such is wholly nonlethal: A creature reduced to 0 hit points by this spell falls unconscious, rendering them stable and at no risk of dying.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Knee-Jerk\nLevel: 0\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Reaction\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: This spell can only be cast as a reaction to an attempted Dexterity check or Dexterity saving throw.\nYou point at a creature within range that you can see clearly, sending whispered harassment to its mind. The creature visually becomes uncomfortable and is forced it to experience a slight muscle spasm, the nature of which depends on its environment. It must make a Wisdom saving throw, suffering a -2 penalty to Dexterity checks and saving throws for one minute on a failure.\nYou can not compel any specific actions, nor can the spasm cause damage if it strikes another creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Know Direction\nLevel: 0\nSchool: Divination\nClasses: Bard, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a map and a crystal\nDescription: You instantly know the direction of north from your current position. The spell is effective in any environment in which \"north\" exists, but it may not work in extraplanar settings, or other locations without planetary magnetic poles"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Know the True Form\nLevel: 4\nSchool: Divination\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: One creature you touch gains the ability to see the original form of any creature that has changed its shape or had its shape changed by another effect, such as through shapeshifting, polymorphing, or transformation via lycanthropy.\nThis does not grant the ability to see through illusions"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Know Thy Foe\nLevel: 1\nSchool: Divination\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pearl figurine\nDescription: Choose one creature you can see within range. You learn which of the target's ability scores has the greatest value (the DM is not obligated to tell you the actual value). You also learn the name of one of the creature's traits or attacks, chosen by the DM"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kraken's Tentacle\nLevel: 8\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 300 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a kraken's tentacle that sprouts from the surface of a body of liquid in an unoccupied 10-by-10 foot space of your choice that you can see within range. When you cast this spell, you can direct the tentacle to lash out at a creature or object within 60 feet of it that you can see. The target must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage and be pulled 40 feet directly towards the tentacle. If the target is Large or smaller, it is also restrained. A creature restrained by the tentacle can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A restrained creature moves with the tentacle. The tentacle deals double damage to objects and structures.\nUntil the spell ends, as a bonus action you can move the tentacle up to 60 feet and direct it to take one of the following actions.\nFling. A creature or object restrained by the tentacle is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.\nLash. If the tentacle is not currently restraining a creature, it can lash out at a creature within 60 feet of it that you can see.\nThe tentacle can be damaged and thus destroyed. It has AC 18 and 120 hit points, and it is immune to lightning damage, psychic damage, water damage, and bludgeoning, piercing, or slashing damage from non-magical attacks"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Kunai of Ice\nLevel: 2\nSchool: Evocation\nClasses: Ranger, Sorcerer\nCasting time: 1 Reaction Which You Take In Response To Attacked By A Creature Within 60 Feet Of You That You Can See.\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: 10 or more throwing knifes or kunais\nDescription: You imbue ten daggers with freezing energy, holding them, prepared to throw back against your foes. Make a ranged spell attack against a creature within range. On a success, you deal 1d4 piercing damage + 1d6 cold damage.\nA creature hit by the frost kunai must succeed on a Strength saving throw, or be restrained by the ice. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the effect ends and the creature's movement speed is reduced in 10 feet for the next minute.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d6 cold damage for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Label\nLevel: 0\nSchool: Illusion\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S\nDescription: Write, Move, Remove, or Rewrite a small permanent magical label on an object:\nWrite - a label that can be seen by any spell caster on an item. The label can be in any mundane language that the caster knows. The label may be up to 64 characters including spaces and punctuation, and must have at least 3 visible characters. The language must have a known alphabet or syllabary to write with. The label itself can not be considered an item or an object, and can not be targeted with anything except an illusion or an abjuration spell. An object may have more than one label.\nMove - a label from one item to another. The caster must touch both objects simultaneously.\nRemove - a label (you may also use any abjuration spell that can target it).\nRewrite - a label (you may also use any illusion spell that can target it).\nRead - Any creature that can cast spells can see the label, and read it if they know the written language. Creatures with spell like abilities (such as gnomes, dragons, dragonborne, drow etc.) can so this too. Paladins, rangers, and other classes that start without casting spells can only see the label when they reach a level where they can start casting spells. The label can not be seen if the item itself is invisible or hidden in some way."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Label, Variant\nLevel: 0\nSchool: Illusion\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S\nDescription: Write, Move, Remove, or Rewrite a small permanent magical label on an object:\nWrite - a label that can be seen by any creature capable of using spells or spell-like abilities. The label can be in any language that the caster knows. The language must have a known alphabet or other writing system to write with. The label itself is simply an aura designated to the item, and is not itself considered an item or an object. A label can, however, be targeted with any spell which could target an item (so long as the effect of said spell could reasonably apply to an intangible label).\nMove - a label from one item to another. The caster must touch both objects simultaneously.\nRemove - a label from an item.\nRewrite - a label on an item.\nAny creature that can cast spells or use spell-like abilities can see the label and read it, as long as they know the written language. They must touch the item in order to do so. Furthermore, a nonmagical creature can see this label if they are under the effect of a magic item which allows them to see magical auras, magically hidden objects, or objects on the ethereal plane.\nWhen writing or rewriting a label at lower levels, the character limit (including spaces and punctuation) is 24. At 5th level, it increases to 36; at 11th, it becomes 48; and at 17th, it becomes 60."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Laborer's Bane\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You quickly construct a structure, part of a structure, or an object in a 20 foot square within range.\nThe materials required to make this must be within 30 feet of the square, and cannot be manipulated in any way by the spell, other than moving and bending bendable items(thin metal pipes for example). Materials must be loose in order to be used(trees rooted in the ground, and bricks still attached to houses cannot be used).\nYou must concentrate for the full minute, or else the creation falls apart.\nAny creature that takes up the space the structure would is harmlessly pushed out of the way, into the next closest square.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the square is increased by 10 feet for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lady of the Deep Water's Torrent\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute (Concentration)\nComponents: V, S\nDescription: By communing with a minor goddess of water, you create an up to 180 ft. long, 60 ft. wide, 10 ft. tall torrent of water in one direction of your choice starting from one location that is within range. Any creatures in this area must attempt a Strength saving throw. On a failure, they take 3d6 bludgeoning damage and are moved 60 ft. in the direction the water flows away from its source. On a success, they take half as much damage, and are moved half as far. A creature may choose to halve the damage they take by automatically failing the saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lake of Fire\nLevel: 8\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Round\nRange: 500 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a lava lake centered on a point within range. This point cannot be within 60 feet of you. The lake is 120 feet by 120 feet, circular, and each creature that enters the lake or starts it's turn there must succeed on a Dexterity saving throw or take 10d10 fire damage. A creature can take this damage no more than once per round.\nAt Higher Levels. When you cast this spell using 9th-level slot, the damage increases to 11d10."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lambent Lance\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a spear of light at a target creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 radiant damage and begins to glow, shedding bright light in a 5 foot radius and dim light for an additional 5 feet. This light makes it impossible for the affected creature to benefit from being invisible and persists until the beginning of your next turn.\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lances of Condemnation\nLevel: 4\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three lances of light in the air, and launch them at any creatures or objects you can see in range. You can launch them at one target or several. For each lance, the target must take a Dexterity saving throw. For every failed save, the target takes 2d6 piercing damage, and suffers disadvantage on the next attack roll or Dexterity saving throw it makes.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one extra lance for each spell slot above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Landscape of Fear\nLevel: 6\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: spider's web and a humanoid tooth\nDescription: You transform an area of 60-foot cube in range into the worst nightmare of all creatures in the area. Masses of tentacles, running rivers of molten steel and waterfalls of blood, hills made of flesh with a plethora of mouths and eyes, this nightmarish environment is the sum of the worst fears of the target. Each creature affected will perceive the environment in a different manner.\nEach creature within the area must make a Wisdom saving throw. On a failed save, the creature is frightened and it must roll a die, adopting a random act while acting in despair, acting as if it was under the effect of the confusion spell for the duration of the spell. In addition, at the end of each of the target\u2019s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d8 psychic damage. On a successful save, the spell ends.\nCreatures outside the area or unaffected by the spell can see only a faint mist enveloping the area it"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lanky's Long Arm\nLevel: 5\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action,\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a doll with long limbs\nDescription: The eyes of the doll flare up, as an unknown being from the great beyond bursts from the ground and surrounds your body. You gain the following benefits.\nYour armor class increases by 1.\nYou can use your spellcasting modifier in place of Strength, and your carry weight triples.\nAs an action, you can swing the massive spirit's fists at a creature within 20 feet of you. Make a melee spell attack, dealing 2d8 force damage on a hit. When you do hit, you can also incur one of the following effects.\nPull. You may attempt to grapple the target you hit, using your to hit bonus for spell attacks inplace of your Athletics modifier. On a success, you can move them up to 20 feet within your range, as they are suspended in your grasp.\nPush. They are moved 30 feet back. Alternatively, you can forgoe dealing damage with the attack to push them twice as far."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Last Laugh\nLevel: 7\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Your enemy dies of its own laughter. Choose a humanoid you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely. At the start of each of its turns, it takes 6d10 psychic damage and must repeat the saving throw, ending the spell on a success. After three failed saving throws, the target drops to 0 hit points"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Last Stand\nLevel: 5\nSchool: Necromancy\nClasses: Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You allow a deceased creature within range one last chance at battle. That creature is resurrected with 1 hit point and 8d6 temporary hit points. These temporary hit points last for the duration, and so long as they remain, the creature gains the following benefits:\n\u2022 Whenever the creature deals damage using a spell or successfully hits with a weapon attack, they deal an additional 1d10 radiant damage.\n\u2022The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.\n\u2022The creature can make one weapon attack as a bonus action.\nWhen the creature loses all of these temporary hit points, they will die at the end of your next turn and cannot be resurrected by this spell again until they are resurrected by other means."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Last Words\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Brought Down To 0 Hit Points\nRange: Self (20-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: You infuse your last words with destructive magic, causing everything around you to be blasted away with forceful energy. All creatures within 20 feet of you when you cast this spell must make a Strength saving throw. On a failure, a creature takes 3d10 force damage and is knocked 10 ft. away, landing prone. On a success, a creature takes half damage, gets knocked half the distance, and doesn\u2019t land prone. After using this, you instantly gain one failed death save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the range increases by 5 feet for each level above 2nd. If a spell slot of 6th level or higher is used, you instead gain two failed death saves."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Laughing Skull\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Until Dispeled\nComponents: V, S, M\nMaterial cost: human skulls, chalk and magical mushrooms \nDescription: You reanimate a fraction of life from one human skull. The skull\u2019s eyes glow red and it starts laughing and jumping uncontrollably, it can be heard from at least 100 feet in open spaces, and double that distance in enclosed ones. It\u2019s voice may sound similar to how it sounded in life, but, besides that the reanimated skull shares nothing in common with it\u2019s past self. The skull is considered an undead, has an AC of 15, 5 HP and no movement speed (can only hop or hoover in its own space). Any creature other than you that can see or hear the skull are affected by the following:\n\u2022 If the creature is frightened, it is also frightened by the skull.\n\u2022 Have disadvantage on Constitution saving throws to maintain concentration on a spell.\n\u2022 If it tries to take a short rest, it must first succeed in a wisdom saving throw. On a failed save, the creature cannot take a short rest while hearing a laughing skull for the next 24 hours. On a success, the creature is immune to these effects for the next 24 hours.\n\u2022 If it tries to take a long rest, it must succeed in a wisdom saving throw. On a failed save, the creature spent the full duration of a long rest with insomnia, and can\u2019t receive any benefits from this rest, it gains a level of exhaustion and has nightmares for the next 1d6 days. On a success, the creature is immune to these effects for the next 24 hours.\nWhen you cast this spell, any Laughing skulls previously created by you that are still alive is destroyed. As an action, You may touch a living Laughing skull and either make it rest, turning it indistinguishable from a normal skull and ceasing all it\u2019s effects, or awaken it, making it return to its original state.\nAt Higher Levels. Given that you have enough human skulls, When you cast this spell using a spell slot of 2nd level or higher you create one extra skull for every spell slot level above first."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Launch Bolt\nLevel: 0\nSchool: Transmutation\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a crossbow bolt\nDescription: A crossbow bolt you touch flies towards a target. You make a ranged spell attack at a creature or object with a normal range of 80 feet and a maximum range of 320 feet. On a hit, the target takes 1d8 piercing damage. The attack is only considered to be an attack with a magical weapon if the bolt is a magical weapon.\nWhen you reach 5th level, a nonmagical bolt you touch with this spell is considered to be a piece of magic ammunition for the duration of the spell. It has a +1 bonus to attack and damage rolls, which increases to +2 at 11th level and +3 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lava Burst\nLevel: 4\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage within the last round, the spell is considered a critical on hit.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Fire damage increases by 1d8 for each spell slot level above 4th, and the amount of rounds for the critical benefit increases by 1 round for each spell slot level above 4t"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lava Line\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an ember or fragment of igneous rock\nDescription: Select up to four 5-foot adjacent cubes of ground in range that you can see. The ground of these cubes must be nonmagical, and comprised of common materials such as dirt, stone, grass, clay, or wood. The material of the ground in these cubes transmutes into small pockets of hot lava for the duration. The pockets extend downwards 5 feet. Any creatures or objects not worn by a creature which fall into this lava take 6d6 when they fall into it, and again at the end of each of their turns they remain within it. Items worn by a creature are not set on fire. The pockets of lava count as difficult terrain.\nAny creature which is above one of the 5-foot squares transmuted to lava is afforded a Dexterity saving throw. On a success, it moves to the nearest safe ground, but its speed is reduced by that much on its next turn. On a failure, the creature falls into the lava and takes damage as noted.\nWhen your concentration ends, the cubes of lava become black igneous rock, and from this point act as normal terrain. Any caught in a the lava when it cools must make a Dexterity save, or take 1d6 bludgeoning damage and be thrown five feet in a random direction.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one additional 5-foot cube for each level above 4th. Instead of adding two of these additional cubes, you can instead choose for existing cubes to deepen by 5 feet (to 10 feet if you forgo two cubes, or to 15 feet if you forgo four cubes)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lazarus Pit\nLevel: 8\nSchool: Conjuration\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 60 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: A drop of blood, a potion of healing, and a powdered emerald worth at least 1000 gp, which are consumed\nDescription: You pour the drop of blood and the powdered emerald in the potion of healing and throw the mixture to an area within the range of the spell. In the center of the area a 30 foot by 30 foot pit appears in the ground. The pit is full of a green, glowing liquid. If one were to drink the liquid it would taste like a combination of blood, vinegar, and tea, though it would have no effect. Strangely the liquid can be breathed as if it were air. The pool is warm and comforting.\nWhile in the pit a creature heals 10 hit points at the start of its turn. As well, while in the pit a creature automatically stabilizes if it is at or reduced to 0 hit points. Each hour in the pit a creature regains 600 hit points, though it cannot exceed its maximum hit points. Each hour in the pit a creatures level of exhaustion is reduced by 1. Each hour in the pit a creature can choose one of the following affects:\nEnd one effect reducing one ability score.\nEnd one effect reducing its hit point maximum.\nEnd one of the following conditions: Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, or Unconscious.\nEnd all curses effecting it as well as attunement to items associated with the curse.\nCure one poison or disease effecting it.\nRegain half of its expended hit dice.\nRegenerate a single severed limb or injured body part.\nAs well, for each hour in the pit any creature that is at or above half its maximum age regains its youth, making it physically 10 years younger. Effectively, a creatures maximum age is increased by 10 for each hour spent in the Lazarus Pit.\nIf the body of a creature that has died within 24 hours is placed in the pit it is considered to be under the effects of the Gentle Repose spell. As well, after 24 hours of being in the pit the creature is resurrected with 1 hit point. If the creature has been dead for more than 24 hours the Lazarus Pit has no effect on it.\nThe Lazarus Pit has no effect on Undead or Constructs.\nIf this spell is cast on the same area every day for a year the Lazarus Pit becomes permanent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leafify\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled Or Until Destroyed\nComponents: V, S, M\nMaterial cost: a golden bell worth 10 gp which is consumed by the spell\nDescription: You touch a Large or smaller object that weighs up to 500 pounds, transforming it into a Tiny green leaf that weighs 1\u20444 pounds. As part of the action used to cast this spell, you can move the object to a pocket or other easily-accessible container on your person. The leaf is a magical item, and can be detected with effects such as detect magic.\nThis spell cannot affect an object that is inherently part of a Huge or larger structure unless the object is first separated from that structure.\nAny creature holding the Tiny leaf can use its action to deliberately toss the leaf onto the ground in an unoccupied space adjacent to the creature, causing the leaf to revert to its previous form and end the spell. The leaf will not transform if the unoccupied space is not large enough to hold it, or the ground is not strong enough to sustain its weight.\nIf the leaf is damaged or destroyed (burned, ripped, crumbled, sliced, etc) then the leaf will fall and upon hitting the ground it will turn back into the original object. The object maintains any damage it took. (if the leaf is ripped in half then so will the object. If the leaf is burned and turned to ash then it does not change back and that object is permanently destroyed) Objects that are destroyed can be put back together if they are not reduced to ash. Objects that are destroyed and put back together lose any magical properties they once had unless they are restored by using magic. The wish spell can bring back objects that are turned to as"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lee's Fume Punch\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30 Foot Line)\nDuration: Instantaneous\nComponents: S\nDescription: You take a stance and punch forward, creating a 5 foot wide blast of flame along a 30 foot line from your position. All enemies in the spell's path must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a success.\nIn addition, you may push back creatures that failed the saving throw up to 10 feet away from you.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 fire damage and shoots 10 feet farther for every level above 1st.\nElemental Discipline. A Way of the Four Elements monk may expend 2 ki points to cast this spell if they know the Sweeping Cinder Strike discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lengthen Gladius\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Warlock, Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a Shortsword\nDescription: Back in the Ancient Roman times, they would usually fight with a spear, sword, and shield. Some got bored with the constant switching weapons and came up with a life hack: using magic to elongate their swords into spears.\nOne nonmagical shortsword you are holding transmutes into a long javelin. This weapon has the normal statistics of a javelin with the addition of the reach property. It reverts back to a shortsword if you drop it, after you make a ranged attack with it, or you end the effect with a bonus action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leomund's Shield\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: A shield that defends the user from harsh elements and the small inconveniences of life.\nWhen the spell is cast, an invisible bubble with a 5 foot diameter surrounds the caster, which protects them from minor threats and elemental harm, i.e. rain, fog clouds, dust storms, cold winds etc.\nThis spell also increases the caster's AC by 1 against nonmagical ranged attacks, such as thrown stones or arrows.\nThis spell is dispelled when hit by elements of high mass, such as tidal waves or catapulted stone.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher, the diameter of the bubble increases by 5 feet for each slot level above 1st, to a maximum of 20 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leomund's Trap\nLevel: 2\nSchool: Illusion\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a small mechanism, and a piece of iron pyrite and metal filings, which are consumed by the spell\nDescription: You place a false trap which is covered with an illusion to make it look like any sort of trap you like. Anyone searching for traps, either mundanely or magically, will find it. It has no actual effect, whether it is deliberately or accidentally sprung"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Everflowing Chalice of Missiles\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 5 ft. pool of radiance on the floor within 60 ft. of you. This pool disappears if you move more than 60 ft. away from it. Upon casting this spell, the pool summons four magic missiles that seek random enemy targets within 60 ft. of it. The missiles behave as per the magic missile spell, dealing 1d4+1 force damage.\nAs a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional missiles and choose who those missiles strike.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more missile for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Imploding Shell\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a small purple feather\nDescription: A creature in range you can see is encased in a purple sphere of armor, granting it a +3 bonus to its AC. At the start of your next turn, the shield implodes. The target loses the extra AC and the implosion deals 3d6 + 1 force damage to the target.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC increases by 1 for every two slot levels above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Magic Card\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a playing card that is consumed on use\nDescription: A magic card is enchanted and thrown towards an enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d6 slashing damage and the card is lodged in them. At the start of that creature's next turn, the card explodes, and the target must succeed on a Dexterity saving throw or take an additional 1d6 force damage.\nThis spell's initial and later damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Projected Force\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You create four balls of force that circle your person. As a bonus action on each of your turns for the duration, you can hurl one of the balls at a creature or object in range at which point it disappears. Make a ranged spell attack against the target. On a hit, the target takes 2d6 + 1 force damage.\nIf you are attacked in melee whilst there are balls circling you, the attacker must make a Dexterity save or be hit by one of the balls for 2d6 + 1 damage. The ball then disappears.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional ball for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Pulsing Shield\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Sphere)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a piece of cured leather\nDescription: You cause force energy to radiate from yourself, causing you to gain a +2 bonus to AC for the duration. The energy pulsates from you and lashes around. Up to two creatures of your choice within 15 feet of you gain a +1 bonus to AC while they remain in range. During your turn, you can change which two creatures gain this benefit"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Splinter Armor\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of cured leather\nDescription: You touch a willing creature and a protective magical force surrounds it until the spell ends. The target gains +1 AC and any successful melee attack made against the target causes the shell to splinter, dealing 1d6 force damage to the attacker. The spell ends if you dismiss the spell as a bonus action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leonardo's Splinter Shell\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: N/A\nComponents: V, S, M\nMaterial cost: a rock\nDescription: A small purple shell flings its way towards a target. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage and the shell splinters on impact. All creatures within 5 feet of the target take 1d6 piercing damage from the splinter shards.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d6 for each slot level above first"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Animate Dead\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood, a piece of flesh, and a pinch of bone dust\nDescription: This spell creates a temporary undead servant. Choose a pile of bones, a corpse or a severed hand of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones, a zombie if you chose a corpse or a crawling claw if you chose a severed hand (the GM has the creature's game statistics). A skeleton or zombie zombie remains for 1 minute, while a crawling claw remains for 1 day. When this time expires, the creature is destroyed.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate two additional undead creatures for each slot above 1st. Each of the creatures must come from a different corpse, pile of bones or severed hand. These undead also last for the same duration as they normally would."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Blood Orb\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of your own blood\nDescription: You cut yourself, causing the blood from the wound to condense in a magical orb infused with necrotic energy, and hurl against a creature you can see within range. You lose 1 hit dice when you use this spell. Make a ranged spell attack. On a hit, you cause 3d10 necrotic damage, plus acid damage equal to your hit die + your spellcasting ability.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 necrotic damage for each spell slot spent above 1st-level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Confusion\nLevel: 1\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a nut shell\nDescription: This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell.\nAn affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.\n\n\nd10\nBehavior\n\n\n1\nThe creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.\n\n\n2\u20136\nThe creature doesn't move or take actions this turn, and only babbles incoherently.\n\n\n7\u20138\nThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n\n\n9\u201310\nThe creature can act and move normally."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Mind Blast\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You emit a powerful wave of psychic energy directly to the target's mind, harming and dazing them. Choose one creature within range. The creature must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned for the duration. The target can repeat the saving throw at the end of each of its turn, ending the effect on itself with a success. On a successful save the creature take half damage and isn't stunned.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional mind blast for each slot above 2nd. The blasts can target the same creature or a different one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Polymorph\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 30 Minutes\nComponents: V, S, M\nMaterial cost: half of a caterpillar cocoon\nDescription: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to one half or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Purge\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Warlock\nCasting time: 1 Action\nRange: Self (30-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a translucent crystal worth at least 10gp\nDescription: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.\nAll creatures within 30ft (including you) must make Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Lesser Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:\n\n\nCR/Level\nEffect\n\n\nGreater than double your level\nThey have advantage on their saving throws\n\n\nGreater than your level\nThey cannot gain disadvantage on their saving throws\n\n\nLess than half your level (rounded down)\nThey cannot gain advantage on their saving throws\n\n\nLess than one-quarter of your level (rounded down)\nThey have disadvantage on their saving throws\nCreatures who fail all six of their saving throws crumble under the weight of divinity and instantly die.\nAs you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 3. If you do so, you gain a level of exhaustion at the end of your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Reflection\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: When you are targeted by an effect, caused by a creature, that forces you to make a saving throw, you can use your reaction to cast this spell. You automatically fail the saving throw, but the creature that targeted you with the effect must make a Wisdom saving throw against your Spell Save DC. On a failure, they are subjected to the same effect that you were subjected to."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Regeneration\nLevel: 0\nSchool: Transmutation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point towards a creature you can see within range and command their body to heal. The target can spend one Hit Die, rolling the die and recovering hit points equal to the result. If the target has spent a number of Hit Dice greater than its Constitution modifier this way before it finishes a short or long rest, it also gains a level of exhaustion.\nYou can allow a creature to spend up to two Hit Dice at once when you reach 5th level, three when you reach 11th level, and four when you reach 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Smite\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You punch with the force of your deity. Make a melee spell attack against a creature or object. On a hit, the target takes bludgeoning damage equal to 1 + your spellcasting ability modifier.\nThis spell deals an extra 1d10 radiant damage when you reach 5th level (1d10), 11th level (2d10), and 17th level (3d10) in addition to the normal bludgeoning damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Wish\nLevel: 1\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. This is not that spell. As an action, you perform a quick prayer allowing you to mimic any cantrip belonging to another class's spell list. You don't need to meet any requirements stated within that cantrip, including costly components. The cantrip will immediately take effect and will be cast at your current character level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Zone of Euphemisms\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: Twisting the framework of communication itself, you create a space where proper etiquette is compulsory.\nYou make a 30-ft-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to phrase it in a civil manner. For example, if a warrior attempted to yell \"I'm going to kill you, tree-hugger!\" at an enemy druid, he might instead say \"I would personally prefer it if the nature enthusiast passed away.\" Abyssal and Infernal cannot be spoken or heard.\nThis effect extends to writing as well\u2014any text that includes rude, vulgar, and/or hostile language becomes neutral in tone while within the zone. Rude gestures can be made, but the portion of the creature's body which makes the gesture is visually censored. Likewise, paintings and drawings which would be considered offensive are also visually censored.\nIf vicious mockery is cast by or on a creature in the zone, the spell fails.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration doubles for every slot level higher than 3rd. For example, using a 7th-level spell slot would double the duration by four-fold."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lethal Weapons\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a weapon\nDescription: Any weapon attack you make inflicts an extra 2d6 bludgeoning, piercing, or slashing damage as appropriate to the weapon.\nIf you make an attack during your turn, this effect ends at the end of that turn. If you make an attack outside of your turn, this effect ends at the end of your next turn.\nAt Higher Levels. When you cast this spell at 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lethargy\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You touch a creature and cause a wave of lethargy to wash over them, slowing them down. If they are unwilling, they can make a Wisdom saving throw to resist the effect. On a successful save, nothing happens. On a failed save, their movement speed is halved, and if they can make multiple attacks, as with the Multiattack feature, they may only take half that many attacks per turn (rounded up). They may repeat the saving throw with disadvantage each turn, ending the effect on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leticia's Ward\nLevel: 3\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled\nComponents: S, M\nMaterial cost: a stick of chalk or charcoal from the Nine Hells worth 1 soul coin, good for up to 15 castings of this spell\nDescription: \u201c\n\nAh, Leticia. Mistress of keys, locks, seals, wards, gates, and portals. I remember the day she vanished from the Nine Hells, leaving behind such a power vacuum that nearly a third of the plane was thrown to chaos.\n\n\u201d\n\n\n\u2014unnamed devil\nWhen you cast this spell, you inscribe an Infernal glyph on the edge of an aperture that marks the distinct transition between two spaces such as a cave opening, doorway, or arch. The aperture may be no larger than 10 feet tall or across. During the process of inscribing this mark, you can designate what effect it has and what creatures or objects passing through the space trigger it.\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nAlert. You receive a mental image of the creature or object that passes through the space. This awakens you if you are sleeping.\nBarrier. An invisible barrier of force intersects the space. Only creatures and objects you designated while casting this spell can pass through this barrier.\nWrath. A creature or object that passes through the space is set ablaze with magical flames. At the start of each of its turns, it takes 2d6 fire damage. These flames cannot be extinguished by nonmagical means, and last until either the spell is dispelled, the target passes through the space again, or the target is 300 feet or more away from the glyph. The flames can be extinguished by dispel magic cast on the burning creature, but this has no effect on the glyph itself.\nThe ward will be dispelled if the glyph is destroyed or the aperture is expanded larger than its maximum dimensions.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage dealt by the wrath effect increases by 1d6 for each spell slot above 3rd. The maximum size of the aperature increases to 15 feet across at 5th level, 20 feet across at 7th level, and 25 feet across at 9th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Le\u00f3n's Small Wind\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 200 Ft\nDuration: Instantaneous\nComponents: S\nDescription: A very small ball of condensed wind flies towards a creature of your choice within range. Make a ranged attack against the target. On a hit, the target takes 1d6 wind damage and must make a Strength saving throw to avoid being pushed by the spell, being pushed back 10 feet on a failed save. Large or larger creatures automatically succeed on the saving throw, while Small or smaller creatures have disadvantage on the saving throw.\nThis spell\u2019s damage increases by 1d6 when you reach the 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: Le\u00f3n\u2019s Imbuement of Air\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: When you cast this spell, the target of this spell feels as if a pleasent wind is helping them, whenever the target rolls to deal damage, they deal an additional 1d4 wind damage, or an additional 1d6 wind damage if the attack already would have dealt wind damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d4 wind damage on a hit or an additional 1d6 wind damage if the attack would have already dealt wind damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Liberate Flame\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter arcane words and release the inner power from a flame you can see within range. Any creature no more than 5 feet away from the flame must make a dexterity saving throw or take 1d12 fire damage. If the flame is smaller than a regular campfire it extinguishes itself.\nThis spell\u2019s damage increase in 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Life Drain\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You attempt to drain the life out of a creature within range. The target must make a Constitution saving throw at the start of each of its turns, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.\nIf the target successfully saves three times against this spell, it ends early.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Life Flare\nLevel: 0\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: A swirling sphere of leaves and pure energy fires from the caster's hand towards a single target. A target must succeed on a Dexterity saving throw or take 1d10 poison damage.\nAt Higher Levels. The spell\u2019s 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: Life Sap\nLevel: 1\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A drop of blood\nDescription: Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.\nYou can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature.\nThis spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 per slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Life Seed\nLevel: 3\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a seed of positive energy that buries into the ground at a point within range, and blossoms into a 10-foot radius sphere of golden energy. Each ally in the sphere regains hit points equal to 1d8 + your spellcasting modifier initially. Also on the start of their turn, allies within the sphere regain 1d8 + spellcasting modifier of hit point. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional seed for each slot level above 3rd. A creature cannot benefit from this spell more than once per turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Life Transfer\nLevel: 6\nSchool: Necromancy (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 150 Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a chunk of obsidian, which the spell consumes\nDescription: You choose two creatures within range, one of whom must be willing and have more than 30 hit points. That creature takes 5d6 necrotic damage, and another creature that you can see within range regains hit points equal to 5 + the damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing becomes (Levels above 6th * 5) + 5 + the damage dealt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light Arc\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a beam of pure light and throw it at a creature within range. They must make a Constitution saving throw. On a successful save, nothing happens. On a failed save, they take 1d4 radiant damage and are blinded until the start of your next turn.\nThe 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: Light Beam\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: any weapon\nDescription: You fire a ray of light out of your weapon. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 4d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from light beam reduces a creature to less than 12 hit points, it is fatally vaporized.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and the fatal threshold increases by 6 points for each spell slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light Binding\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Round\nComponents: S\nDescription: A creature in range you can see is pinned down with a spotlight of magical luminosity that restricts its movement. The target must succeed on a Wisdom saving throw or take 2d8 radiant damage and be restrained until the end of your next turn.\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: Light Blood Transfusion\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You lay your hand upon a creature, transfering your blood to the target. You spend one or more hit dice, and the touched creature regain hit points equal to number rolled in the hit dice + your spellcasting ability.\nIf the creature is poisoned, you can use a hit die to end the condition on the target, instead of restoring its hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light Drive\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (60 Foot Line)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a piece of copper\nDescription: An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light Inversion\nLevel: 2\nSchool: Enchantment\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You can invert a creature's perception of light. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target treats bright light as darkness and darkness as bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light of Blinding\nLevel: 2\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (15-Foot-Radius Sphere)\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for the duration on a failed save.\nAt the end of each of an affected creature's turns, it can make a Constitution saving throw. On a success, the spell ends on that creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light of Celestia\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a drop of holy water\nDescription: Your body glows with celestial light, shedding bright light for 20 feet and dim light for an additional 20 feet. While the spell is active, you can use a bonus action to make a ranged attack against a creature within range. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. Alternatively, you can use a bonus action to make a creature within range regain hit points equal 3d4 + your spellcasting ability modifier. This has no effect on undead or constructs. When you take one of these bonus actions, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and healing increases by 1d4 for each slot above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light Orbs\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You can create up to 3 orbs of pure low light. As a bonus action, you can move them anywhere within range. Each orb sheds bright light within a range of 5 feet and dim light within an additional 5 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Light that Burns the Sky\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard, Warlock\nCasting time: 1 Action\nRange: 120Ft Per Turn While Charging, To A Max Of 720Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Prerequisite: Must be able to cast and know catastrophic devastation.\nUsing all sources of light itself with this spell, you create a 10ft sphere that only grows in time, with each turn that passes while creating this sphere, it gains double the radius in size (to a max of 320ft), also increasing the damage stage and dice rolled.\nAt any point while the spell is active, you can dispel it on your turn, one action necessary, storing it for later. As soon the sphere touch's a animated target, it explodes, erupting in an explosion triple the size of the sphere, all creatures within the sphere's explosion must make a Dexterity saving throw. You can only charge the sphere to a bigger size if you have spell slots to do so, every size above 10ft costs one spell slot higher than 4th, to a max of 9th.\nThe type of damage is determined based on your class, Cleric=Radiant, Sorcerer=Fire, Warlock=Necrotic, Wizard=Force.\nAlternatively instead of charging you could instantly use the spell at a higher level but you cant' cast spells of the same level excluding 4th level spells.\nExample: instant casting at 6th level, you now can not use any 6th level spell. Example two: Instant casting at 4th level, acts like an normal 4th level spell.\nAfter the spell is casted, the light in the area is absorbed.\nStarting at 4th level, it deals 8d8, increasing to 8d10 at 5h level, 8d10 at 6th level, 9d10 at 7th level, 10d12 at 8th level, 12d12 at 9th level.\nStarting at 4th level, the size is 10ft in radius, increasing to 20ft at 5th level, 40ft at 6th level, 80ft at 7th level, 160ft at 8th level, 320ft at 9th level\nStarting at 4th level, the range is 120ft in range, increasing to 240ft at 5th level, 360ft at 6th level, 480ft at 7th level, 600ft at 8th level, 720ft at 9th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Charge\nLevel: 3\nSchool: Evocation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V\nDescription: You turn yourself into a bolt of lightning, blasting straight in a 60-foot and 5-feet wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.\nYou must end this charge in an unoccupied space at the end of the line. This charge does not go through obstructions like walls and you do not trigger opportunity attacks.\nThe lightning ignites flammable objects in the line that aren\u2019t being worn or carried.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Field\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 1 Round\nComponents: S\nDescription: A cylindrical aura of electricity sweeps around you for a moment, jolting adjacent foes. Each creature who starts their turn within range, other than you, and each time a creature enters within the range of the spell for the first time on their turn, must succeed on a Dexterity saving throw or take 1d6 lightning damage. A creature can gain advantage against this spell by taking the Disengage action before entering the spell's area.\nThis 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: Lightning Field, Variant\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V\nDescription: You can cast this spell up to 60 feet that you can see and it creates a small area of effect field of electricity that is 5 feet by 5 feet square and can last up to 1 minute.\nAny creature that steps into the Lightning Field has to make a DC 13 Constitution saving throw, on a failed roll the creature takes 1D8 lightning damage + the casters Spellcasting ability modifier for every turn it stays in the feild.\n\nAt Higher Levels. The spells damage and area of effect increase by 1D8 and an added 5 feet by 5 feet square (example: when using lightning feild as a 3rd level spell the area of effect is a 10feet by 10 feet square and as a 5th level spell it is a 20 feet by 20 feet) per spellcasting level at a maximum spellcasting level 6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Lasers\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A pinch of iron dust\nDescription: You stretch your arms forward and two beams of crackling light shoot from your fingertips to an enemy in reach. Make a ranged spell attack against the target. On a hit, you deal 1d4 lightning damage and 1d4 radiant damage to the target.\nAt Higher Levels. The spell\u2019s damage increases at certain levels when you reach 5th level (1d6 lightning and 1d6 radiant ), 11th level (1d8 lightning and 1d8 radiant) and 17th level (2d8 lightning and 2d8 radiant)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Leap\nLevel: 4\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.\nAt Higher Levels. When you cast this at a 5th level or higher, you deal an additional 1d10 per slot above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Orb\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a ball of electric energy to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning damage.\nThis 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: Lightning Rain\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (15-Foot Radius) 15 Ft Square\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a few pieces of metal worth 50 gp\nDescription: When lightning strikes the sky a storm begins\n\nAiming for 6 targets, thunder falls in an area that goes from the sky to the ground and affects an area of 15 x 15 feet centered on the target, the targets must perform a Dexterity saving throw against your spell DC, if they fail they receive 4d8 lightning damage and 4d8 thunder damage, if successful they receive half.\n\nDuring this turn, lightning strikes in an area of 15 feet of lightning centered on the caster, everyone within that area must perform a Constitution saving throw against your spell DC, or stand still for 1 minute.\n\nEveryone within this area must also perform a Dexterity saving throw against your spell dc, or receive 5d8 Lightning damage and 5d8 thunder damage, if successful they receive half this damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Rush\nLevel: 5\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Reaction, Which You Take When A Hostile Creature Within 30 Feet Of You Successfully Hits With An Attack.\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Like a bolt of lightning, you rush in and impose yourself between an attack and its target.\nYou teleport to within 5 feet of the triggering creature. The creature must then make a Dexterity saving throw. On a failed saving throw, the creature takes 5d10 lightning damage and the damage for the creature\u2019s attack is reduced to 0. On a successful saving throw, the creature takes half as much damage and you take the damage from the attack instead"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Spear\nLevel: 3\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a twig from a tree hit by lightning\nDescription: You create a bolt of lightning in your hand, similar in shape to a spear and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 lightning damage, and is stunned until the start of its next turn.\nThis spell deals double damage to dragons and Dragon-type creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d10 for every slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Stake\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You evoke a spear-shaped bolt of lightning and viciously stab with it. Make a melee spell attack against a target you can reach, dealing 3d10 lightning damage on a hit. Hit or miss, the bolt explodes, striking the target and everything nearby. Each creature except for you within 10 feet of the target must make a Constitution saving throw, taking 2d10 lightning damage on a failed save, or half as much on a successful one.\nThis spell deals double damage to dragons and Dragon-type creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the secondary explosion deals an additional 1d10 lightning damage for every slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Storm\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Druid\nCasting time: 1 Minute\nRange: Sight\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood from an Adult Blue Dragon or an Adult Bronze Dragon or older\nDescription: A storm cloud gathers at the sky, centered on a point you can see and spreading to a radius of 360 feet, and shoots lightning bolts at nine different points of your choice within the area. Each creature within 5 feet of a point struck by a lightning bolt must make a Dexterity saving throw. On a failed save, a target takes 8d6 lightning damage and 8d6 thunder damage and is deafened. On a successful save, they take half as much damage and are not deafened. A creature in the area of more than one lightning bolt is affected only once.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Surge\nLevel: 2\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Lightning springs forth from you in a 30-foot cone. Each creature caught within the area must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 lightning damage for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Tendrils\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Summon tendrils of electricity to shock multiple opponents.\nSelect up to three different targets within range. Each target must make a Dexterity saving throw or take 1d4 lightning damage.\nAt Higher Levels. 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: Lightning Whip\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage; if the target is Large or smaller, you can also choose to pull it up to 10 feet towards to you.\nThis 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: Limb Growth\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: an amount of raw meat and bone equivalent to the limb being grown, consumed in casting the spell\nDescription: You sculpt the organic material onto the creature, granting them new strengths. Choose two of the following benefits.\nArms. You grow an extra pair of arms. As a bonus action, or as part of an attack made as a bonus action, you may make an attack with 1 weapon in these arms.\nArmor. You grow some form of natural armor. Your armor class increases by 2.\nLegs. You grow an extra pair of legs. Your walking speed increases by 10 feet.\nFins. You grow a set of fins. You gain a swimming speed equal to your walking speed, and can breath in water.\nWeaponry. You develop some form of natural weapon. It counts as an unarmed strike, and when making attacks with it, you deal 1d10 damage, instead of 1.\nTh\u00e8se benefits can apply multiple times. When the spell ends, the limbs shrivel and fall off, harmlessly.\nAt Higher Levels. When cast at 4th level or higher, you may apply an additional benefit for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Limited Sight\nLevel: 4\nSchool: Divination\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: Instantaneous\nRange: Self\nDuration: Concentration, Up To 10 Minutes.\nComponents: V, S\nDescription: Your eyes briefly glow green, for the duration you can see a few seconds into the future. As a bonus action, for the duration, you can take the Help, Ready, or Dodge action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Limited Spell Immunity\nLevel: 4\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes.\nComponents: V, S, M\nMaterial cost: divine focus\nDescription: The warded creature is immune to the effects of one specified spell that you have prepared or know of. The spells must be of 4th level or lower. The warded creature is unaffected by the specified spell. Limited Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against attacks such as breath weapons or gaze attacks. A creature that is unwilling makes a Wisdom saving throw against your spell DC. A successful save negates this spell.\nOnly a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.\nA creature can have only one limited spell immunity spell in effect on it at a time.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can choose 1 additional spell that the target is warded from. When using a 8th or higher spell slot, you can choose 2 additional spells that the target is warded from"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lindwurm Conflagration\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, 1 Minute\nComponents: V, S, M\nMaterial cost: a single dragon scale and a pinch of sulphur\nDescription: Stretching forth your hand, you summon an enormous serpent of flame onto the battlefield. The serpent is 5 feet wide by 50 feet long, and must be summoned in a series of adjacent unoccupied spaces. Any creature that starts its turn within 5 feet of the serpent must make a Dexterity saving throw. The creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.\nWhen the serpent is summoned, designate one end to be the 'head'. As an action, you may command the serpent to move up to 30 feet. This movement starts from the 'head', and the body follows in its path. The serpent must stay within the spell's range, or the spell ends. If the caster attempts to move the serpent through an obstruction, be it a wall, a boulder, or any other object larger than a 10 foot cube, the serpent detonates. All creatures within 15 feet of the 'head' must make the saving throw against the serpent's damage. On a failure, they become stunned until the start of their next turn.\nAny creature of Medium size or smaller caught in the path of this movement are shoved to the nearest unoccupied space, and must make the saving throw against the serpent's damage. On a failed save, they fall prone. Creatures of Large size or larger are considered obstructions by this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the serpent's length increases by 10 feet, the speed at which you can move it increases by 5 feet, and it deals an additional 1d8 damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lingering Flame\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of soot or charcoal\nDescription: You evoke a fist-sized sized orb of fire in the air at a point within range. When a creature moves within 10 feet of it or begins its turn within that distance, the orb explodes: All creatures within 10 feet of the orb must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a success. The orb's explosion spreads around corners.\nIf the spell ends or is dispelled before the ball detonates, it instead harmlessly vanishes.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lingering Poison\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You slowly rot the insides of a creature in range. The target must succeed on a Constitution saving throw or take 1d8 poison damage, plus an additional 1d8 poison damage at the end of each of its turns for the duration. After initial damage is dealt, this spell ends if the target has or gains any effect which ends the poisoned condition or grants advantage on saves against poison, such as lesser restoration or an applied antitoxin.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and lingering damage both increase by 1d8 for every three levels above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Liquid Arrow\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Bard, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: An ammunition weapon\nDescription: Touch a potion, oil, or any comparable measure of liquid and turn it into one arrow, crossbow bolt, or any other ranged ammunition. When used in a ranged attack, the arrow applies the same effect of its potion as if the target drank or applied it, if it were a potion or oil respectively. You can turn up to two potions into arrows this way. You can return any arrows created this way back into potions as a Bonus Action. If the spell ends without the arrow being fired or returned to potion form, it is destroyed and the potion is wasted.\nAt Higher Levels. For every spell level above 2, you can turn two more potions into ammunition with the same action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Liveoak\nLevel: 6\nSchool: Transmutation\nClasses: Druid\nCasting time: 10 Minutes\nRange: Touch\nDuration: 24 Hours\nComponents: V, S\nDescription: This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.\nLiveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.\nIf liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.\nThe awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lloyd's Lie Whisper\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 Hours\nComponents: V\nDescription: You take one creature you see, and force it to make a Wisdom saving throw. If it fails, you take something it has verbally spoken within the last minute, and doesn't believe in, or believes/means the opposite (a lie you detected, sarcasm, a joke, etc.). For 8 hours, the target creature wholly believes that falsity to be true, and their personality may be tweaked to fit it.\nWhile the spell is in effect, attempts to read their mind will reveal nothing out of the ordinary, and will register as them simply having that belief. However, it will register with ACTIVE FORMS of Detect Magic. When its duration is up, or the spell is dispelled, the creature does not know the spell was cast. However, it WILL know something was up.\nThe spell is essentially a whisper at a frequency too low to be conventionally heard, and normally looks & sounds to others as a low exhale and/or whistle. The spell automatically fails, under the effect of silence, however. Only if they pass the wisdom check, does the target creature recognize it being cast, as a charm attempt.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can take things they said from within 10 minutes ago.\nWhen you cast this spell using a spell slot of 6th level or higher, you can make the spell last up to a day.\nWhen you cast this spell using a spell slot of 7th level or higher, you can hide the spell better from the target, meaning they won't detect it if the spell fails, and won't notice when the duration is up.\nWhen you cast this spell using a spell slot of 8th level or higher, you can make the spell last up to a week, however, they can re-attempt the Wisdom saving throw at the end of every long rest."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Local Inventory\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Bard, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A square piece of paper or parchment, with a grid of blue and red lines on one side, folded into a little triangle\nDescription: You target a non-magical container of which you have line of sight with at least one of its contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, or sack made of any material as long as it can fit within a 10-foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.\nYou instantly become aware of every item and its quantity that the container holds.\nIf there is any item you have never encountered before, you are aware of its approximate shape and size, but not its name or purpose.\nYou become aware of which is the most valuable item and its approximate market value.\nIf any item is magical, detect the presence of magic but can't distinguish which items are magical or which are their magical properties the items may have by this spell.\nIf there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected (any kind of magical protection).\nYou do not become aware of the exact position of the item inside the container.\nAny knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times two."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Locate Portal\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Within 100 Yards Of A Crystal Shell\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a conch shell\nDescription: Locate a existing portal in a crystal shell.\nThe spell allows the caster to find the nearest portal in a crystal shell.\nDM note: At any given point on a crystal shell a portal is 2 to 20 days away"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Locate Remains\nLevel: 6\nSchool: Divination\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a dowsing rod carved from bone, its handle wrapped in linen\nDescription: Describe or name the creature you are searching for. You sense the direction to the creature's location, as long as that creature is within 1 mile of you. If the remains are being transported (whether they are being transported as cargo or moving as an undead creature), you know the direction and current speed at which it is moving.\nIf the remains are scattered over an area, you will feel the dowsing rod pull in multiple directions, with the strongest of these pulls being in the direction of the largest amount of the remains. If you already know the location of a portion of remains (ie. if you already possess the thighbone of the targeted corpse), you may choose to rule it out when casting this spell.\nThis spell can't locate the remains of a creature if it has been transmuted (whether by magical or nonmagical means) into another substance, such as stone or mud. It also cannot locate the remains if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.\nAt Higher Levels. You may cast this spell at 7th level or higher. For each additional level at which this spell is cast, the duration increases by 1 hour and the range increases by 1 mile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lock of Guilt\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Up To 24 Hours\nComponents: V, S, M\nMaterial cost: an amount of iron or steel equal to at least 30 GP\nDescription: A heavy lock that extends out of the victim and locks shut around their very heart and soul. As an action, you may stir up guilty feelings in your target and use this lock on those who have guilt in their hearts. Choose one target in a 10-foot radius, forcing them to make a Wisdom saving throw. Should they fail, the lock will attach to their heart and soul, giving them disadvantage on all Charisma checks and saving throws and halving their movement speed. Should they succeed, the lock will fail to attach and the target will be safe from further attacks by the lock for 24 hours. The lock is invisible to everyone except you. Once the lock attaches, it will not detach until the remaining hours have passed or you dismiss it as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time the lock remains on the victim increases by 8 hours for every level above third."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lockhart's Fireball\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a ruby worth 100 gold pieces\nDescription: You create a hand-sized ball of flames which one may throw at others. You throw it in a 30 foot line, however, if it collides with something, whether creature or object, it bounces. It travels in a new 30 foot line, in a random direction. If it ever travels the full distance without bouncing, or bounces five time, the fireball disappears.\nIf this fireball bounces off something, they must make a Dexterity saving throw. On a failed save, they take 3d6 fire damage and 2d4 force damage. On a successful save, they take half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d6 and the bounce count increases by 1 for each level of the spell slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lockspell\nLevel: 9\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature In Range Casting A Spell\nRange: 120 Feet\nDuration: Until Dispelled\nComponents: V, S\nDescription: You twist the magical abilities of a creature you can see within range. If the spell you react to is 5th level or lower, the caster is unable to cast the spell anymore. If the spell you react to is 6th level or higher, you must succeed on an opposed spellcasting ability check against the caster; if you succeed, the caster is unable to cast the spell anymore. In any case, the spell you react to fails and has no effect.\nA remove curse spell is the only way to end this spell short of a wish spell; however, a spellcaster attempting to end this spell using remove curse must succeed on a spellcasting ability check with disadvantage against your spell save DC, or the remove curse spell fails and the action and spell slot are wasted."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lolth's Bloodline\nLevel: 5\nSchool: Transmutation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: few drops of drow blood and a handful of spidersilk thread, which the spell consumes.\nDescription: You call upon the weave, to draw on its magic, and surround yourself with a cocoon made of blood-red spidersilk. After few seconds you emerge gain one Blood Legacy of your choice until the spell ends:\nBlood Legacy: Harbinger of the Swarm When you choose this Blood Legacy six spider-like eyes appear on your forehead, and you gain: Blindsight. You have blindsight with a range of 40 feet. Within that range, you can effectively see anything that isn\u2019t behind total cover, even if you\u2019re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. Additionaly you have advantage on Wisdom saving throws.\nBlood Legacy: Hand of Lolth When you choose this Blood Legacy, four, long spider limbs extend from your back to guard you from danger. If they are cut off they immediately regrow. Your AC is increased by 4, and you have advantage on Strength saving throws.\nBlood Legacy: Weavewalker When you choose this Blood Legacy your hair turns white with rainbow highlights. For the duration of the spell, you can teleport 20 feet to an unoccupied space that you can see, every round as a free action. If you teleport into the air using this ability, instead of plummeting down, energy of the weave will stop you from falling (suspending you in place) until you teleport somewhere else, or spell ends. You also have advantage on Intelligence saving throws.\nBlood Legacy: Shadeshifter When you choose this Blood Legacy your shadow envelops your body granting you: Gloomveil. While in dim light or darkness, you have advantage on attack rolls and Dexterity saving throws.\nBlood Legacy: Venom of the Spider Queen When you choose this Blood Legacy your skin turns dark grey with purple lines of energy covering your entire body. You gain immunity to poison damage, and advantage on Constitution saving throws.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher you can choose one additional Blood Legacy (you cannot chose the same Legacy twice while casting a spell) for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Looped Projectile\nLevel: 3\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a thrown weapon or projectile etched with silver runes worth 25 gp and a silver stopwatch etched with runes worth 250 gp\nDescription: As part of the action used to cast this spell, you must make a ranged weapon attack with the thrown weapon or projectile material component of this spell at one creature within the spell's range. If the projectile hits, it deals its normal damage plus an additional 1d4 force damage.\nStarting on your next turn, as long as you are maintaining concentration on the spell, you can use your action to click the stopwatch. This reverts the projectile back to a slightly different starting state, undoing any damage it did previously and allowing you to attack with it again, this time by making a ranged spell attack roll. At the beginning of every turn you spend concentrating on this spell, the projectile gains an additional 1d4 force damage.\nThe first ranged spell attack roll you make with this spell is made with advantage, as the reverted projectile surprises the enemy. The DM may rule other scenarios in the usage of this spell which may give you advantage\nIf you hold concentration on the spell for the spell's entire duration, you lose control of the projectile as it flies towards the target one final time. Make a ranged spell attack against the target. Hit or miss, the projectile explodes violently and is destroyed.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the projectile gains an additional 1d4 force damage per higher-level spell slot every turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Love Stealer\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 12 Hours\nComponents: V, S\nDescription: You attempt to beguile a humanoid that you are touching. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If it has any personal hatred towards you (this is decided at the DM's transgression), it has advantage on it's Wisdom save.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can make the command as simple to as complex as you want, with as many details as you want. If the creature is not receiving further direction from you, it defends and preserves itself to the best of its ability and acts as if you are it's \"true love\".\nEvery 2 hours, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level it lasts for 14 hours. At 6th it lasts for 18 hours and at 7th level it lasts 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: LSD Arrow\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A scintillating arrow streaks toward a target within range and bursts in a spray of noxious gas. Make a ranged spell attack against the target. On a hit, the target takes 4d4 poison damage and must succeed on a Constitution saving throw or else become stunned until the end of its next turn.\nA creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage increases by 1d4 and the stunned condition lasts for 1 additional turn for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: LSD Splash\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a bubble of scintillating liquid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Constitution saving throw or be stunned until the end of its next turn or until it takes damage (whichever occurs first).\nA creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lucent Singularity\nLevel: 5\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 40 Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A polished mirror\nDescription: Summon a spinning anomaly of twisted light that detonates. \nWhen you cast this spell you fire an orb made up of spinning streaks of light at any space within range. It passes through creatures and objects before reaching the space and then detonates into a brilliant display of blinding radiant light. Any creature within 5ft of the designated space takes 4d10 radiant damage and any creature within 10ft of the flash must make a constitution saving throw or become blinded until the end of your next turn. A creature who cannot see still takes the radiant damage but cannot be blinded. The magic of the spell lingers after it is cast, illuminating the spells range of 10ft from its original target with dim light until the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lucid Control\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a handful of poppy seeds and belladonna berries\nDescription: You force yourself to fall into a dreamlike trance for the duration, allowing the barrier between the sleeping and waking worlds to become blurred. While in the trance, you are aware of your surroundings, but can't take actions or move.\nAt the start of each of your turns while in this trance, you can choose up to two of the following effects to occur.\nPiercing Headache. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much on a success.\nShifting Surroundings. Up to three creatures of your choice in a 10-foot cube within range move up to 20 feet in directions of your choice, including upwards. An unwilling target that succeeds on a Charisma saving throw is unaffected. If this movement leaves a creature in midair, it is unable to move unless it has a flying speed but falls only if it chooses to on its turn or when the spell ends.\nImage. You create an illusory image that fits inside a 20-foot cube within range. This can include up to two harmless sensory effects (smell and sound, for example), and lasts for the duration. On your turn, you can cause an image created this way to move to any other spot within range or dismiss it (no action required), and can have up to five images created this way at once.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lucky Charm\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V\nDescription: Choose up to six creatures that you can see within range to bestow incredible luck upon. For the duration, each creature gains a +1 bonus to AC, attack rolls, ability checks, and saving throws. This effect ends if you cast this spell again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lucky Coin Tossing\nLevel: 0\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A platinum or gold coin\nDescription: You recount a tale of the god of fortune's boon of luck upon a small child's coin, holding a coin of your own within your hand. Until the end of the spell's duration, the bearer of the coin may roll 1d2 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. That same creature then can't benefit from this spell again until the spell is cast anew.\nThe bearer of the coin may use their bonus action to throw it to another creature. The recipient must make a DC 10 Dexterity saving throw to catch it; on a failed save, the coin drops to the floor and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lucky Star\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a star of energy that explodes on an enemy, dealing incredibly random damage. Make a ranged spell attack against a target within range, dealing force damage equal to 1d20 plus your spellcasting modifier on a hit.\nIf you roll a 20 on the die to hit with this spell, it counts as a critical hit.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an extra 1d20 damage for every two spell slots above 1st.\nIn addition, an attack with this spell becomes a critical hit on a roll of 19-20 using a spell slot of 2nd level or higher, a roll of 18-20 when using a spell slot of 4th level or higher, and a roll 17-20 when using a spell slot of 8th level or higher"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lullaby\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Your lullaby makes a targeted creature within range become drowsy. The creature must make a Wisdom saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Intelligence and Wisdom checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Luminescent Blessing\nLevel: 0\nSchool: Transmutation\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a weapon, and a holy symbol\nDescription: You bless your weapon with the power of your deity, causing your weapon to be imbued with radiant magic. Your normal weapon damage is replaced with Radiant damage. When you bless your weapon you replace your attack roll with a spell attack roll. You may add your spellcasting ability modifier instead of Dex or Strength, to the attack and damage with that weapon. The damage type is converted to radiant. Bows and Crossbows for the duration do not need to use normal ammunition. Only one weapon may be blessed at a time.\nThe blessed weapon takes the form of a holy version of itself, based on your deity"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Luminous Globe\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a wafer of refined silicon worth at least 250 gp\nDescription: Choose an unoccupied space that you can see within range that contains no creatures within 15 feet of it. A luminous globe of crackling ball lightning appears in that space, shedding bright light in a 30-foot radius and dim light for a further 30 feet beyond that. If a creature enters the space within 15 feet of the globe, it must make a Dexterity saving throw to avoid the globe as it moves toward the creature. A creature wearing metal armor has disadvantage on the saving throw. On a failure, the globe impacts the creature and explodes, dealing 6d6 lightning damage and reducing that creature's speed to 0 until the beginning of its next turn. On a success, the creature avoids the globe and continues to move as normal, and the globe now occupies the space the creature did when the globe was triggered to move towards it.\nA creature must repeat the saving throw if it starts it's turn within 15 feet of a luminous globe. If it succeeds the saving throw, it must use its movement to move to a space unoccupied by the luminous globe. If it has no movement to spend, it automatically fails the saving throw.\nA strong wind, such as that created by a gust of wind spell, pushes luminous globes 15 feet in the direction it flows at the beginning of each round. If a luminous globe impacts a solid object or another luminous globe, the globe explodes.\nIf multiple creatures enter the space controlled by a luminous globe simultaneously, the luminous globe moves towards the closest or largest creature.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional globe for each spell slot above 2nd. Luminous globes are attracted to other luminous globes, and will move towards each other if present within 15 feet of eachother."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lunar Blast\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A moonstone\nDescription: You hurl a bright silver orb toward a point you can see within range, which bathes the area in a flash of moonlight. Each creature within a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 2d8 radiant and 2d8 cold damage, and is considered vulnerable to the damage of the next spell they are harmed by. On a successful save, they take half damage and are not considered vulnerable. Shapeshifters who fail this saving throw instantly revert to their original form.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 radiant or cold damage for each slot level above 3rd. When you cast this spell using a spell slot of 7th level or higher, the enemy becomes vulnerable to damage from all spells until the end of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lunar Branding\nLevel: 4\nSchool: Evocation\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: moonlight\nDescription: As light from the moon begins to solidify, you turn it into a harsh, scarring flare. Target a creature within range. It must make a Wisdom saving throw: On a failed save, it becomes branded with the mark of the moon. Whenever a branded creature enters bright light or daylight for the first time on a turn or begins its turn there, it takes 2d4 radiant damage.\nA branded creature can reattempt the saving throw at the end of every hour, ending the effect on itself on a successful save.\nAt Higher Levels. When cast at 5th level or higher, increase the damage by 1d4 for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lunar Luck\nLevel: 3\nSchool: Divination\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: When you cast this spell, 4 floating orbs reminiscent of moons appear and float above your head for the duration. For the duration, you shed bright light for a number of feet equal to 5 times the number of orbs remaining, and dim light for an additional number of feet equal to the same amount. When you or a creature you can see within 30 feet is about to make an ability check or saving throw, you can use your reaction and expend 1 or more orbs to give the creature a bonus to the roll equal to +5 per orb expended. Once all of the orbs have been expended, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional orb is created for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lunar Serenity\nLevel: 3\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You summon the moon's serene grace or the sun's healing rays, creating a sphere of purplish light or incandescent yellow light. The sphere emits a 10-foot radius of bright light and dim light for an additional 10 feet. On the start of their turns, each nonhostile creature within the bright light regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\nCreatures in the bright light that are disguised by illusion spells such as disguise self appear as their true forms. You may designate any number creatures to be immune to this effect.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing is increased by 1d8"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lungs to Gills\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a piece of seaweed\nDescription: Your touch grants a creature the ability to breathe underwater. The creature's lungs are turned into gills until the spell ends, granting them the ability to breathe underwater. The affected creature can only breathe underwater, and will begin suffocating if not submerged. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\nThe spell has no effect on creatures who can already breathe underwater, or who do not need to breathe.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mad Mage's Rage\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V\nDescription: You fill yourself with great arcane power at the cost of being consumed by madness. For the duration of this spell, you gain the following benefits:\nYou gain a flying speed of 60 feet.\nYou gain 50 temporary hit points.\nYou have immunity to lightning damage.\nYou cannot be charmed or frightened.\nYou can use a bonus action on your turn to create a crimson bolt of lightning that arcs towards a creature within 300 feet of you that you can see. That creature must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one.\nHowever, this spell consumes you with an irresistible urge to destroy. On each of your turns for the spell's duration, you must use your action each round to either attack a creature near you or cast a spell which deals damage that affects a creature within range. If you can use your bonus action to blast lightning at a creature, you must do so. If there are no creatures within range of your attacks or spells, you must use your movement to move closer to a creature which you intend to attack or cast a spell on. If you cannot perceive any hostile creatures, you attack non-hostile creatures at random.\nWhile this spell is in effect, concentrating on spells is impossible. It is often used by powerful spellcasters as a last resort, or as a means of committing suicide while taking as many enemies as they can with them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mad Winds of Pandemonium\nLevel: 7\nSchool: Conjuration\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a smooth stone with several holes in it\nDescription: Choose a point you can see within range. The howling winds of Pandemonium erupt out of that point, filling a 60-foot radius sphere with strong winds that spread around corners. The winds have the following effect upon the area:\nAll creatures within the area are deafened.\nUnprotected flames in the area are extinguished.\nFog, smoke, and other vapors in the area are violently dispersed.\nThe area is considered difficult terrain.\nCreatures (aside from yourself) that are concentrating on a spell that start their turn in the area must make a Constitution saving throw to maintain concentration on the spell. This saving throw is made with disadvantage if the creature is deafened by the wind.\nThe attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the area.\nFurthermore, if a creature spends 1 minute or longer deafened by the wind, it must succeed on a Wisdom saving throw or become afflicted with a short-term madness.\nAt Higher Levels. If you cast this spell using an 8th level spell slot, the radius increases to 100 feet. If you cast this spell using a spell slot of 9th level, the radius increases to 300 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Made In Heaven\nLevel: 9\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60-Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a special pocket watch engraved with celestial symbols which is consumed by spell\nDescription: You summon a cosmic shift that accelerates time around the target area. Choose a cylinder with a radius of 60 feet and a height of 60 feet, centered on a point within range. All objects and creatures within that area of your choice are affected by temporal acceleration.\nDuring the spell's concentration, the passage of time is multiplied by ten for creatures and objects within the area, while the time around them remains unchanged. This means that one minute of real time equals ten minutes for creatures and objects within the spell's effect.\nCreatures affected by this temporal acceleration gain the following advantages:\nImproved Speed: Creatures' movement speed is doubled, and they don't provoke opportunity attacks by moving out of reach of other creatures..\nKeen Reflexes: Creatures have advantage on dexterity checks and attack rolls that uses dexterity.\nAdditional Action: Creatures can take an additional action at the start of their turn in addition to their normal action.\nHowever, while under the spell's effects, creatures also have disadvantage on constitution saving throws. After the spell's duration, when the weather around them returns to normal, they must make a constitution saving throw or take 6d10 force damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mage Fist\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You gather your magic into your fist to add a little weight to your punch. Make a melee spell attack roll against the target. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pushed up to 10 feet away from you.\nThe spell\u2019s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mage Plate\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a shield\nDescription: You touch a willing creature who isn\u2019t wearing armor, and an immensely protective magical force surrounds it until the spell ends.\nThe target\u2019s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mage Strike\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\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. You can use your spellcasting ability modifier instead of Strength for the attack and damage rolls, and the weapon's damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You may also use a d6 in place of the weapon's normal damage dice.\nAt 5th level, you can use a d8 for the weapon's damage die. At 11th level, you can use a d10, and at 17th level, you can use a d12"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magechain\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.\nThe chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.\nIf you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st. The targets must be within 30 feet of each other when you cast the spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magi Mine\nLevel: 0\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Up To 1 Minute\nComponents: S\nDescription: You infuse a 5-foot square with volatile magical energy, causing it to explode if touched. That square glows with fluctuating orange light. If any creature of Small or larger size moves over it, they take 1d6 force damage and the mine spell ends. You can have a number of these active equal to your spellcasting ability modifier (minimum 1).\nIf two magi mines are cast such that they overlap, both detonate, dealing 2d6 force damage to all creatures occupying that space.\nThis 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: Magic Boulder\nLevel: 1\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch one to three small stones and imbue them with magic. Each of these stones, when thrown by the hand, launched from a sling, or otherwise made to be travelling at a high velocity through the air, will suddenly grow mid-flight, turning into a small boulder. Should the stone have been thrown or launched as part of a ranged attack, upon a hit, the boulder deals 2d10 non-magical bludgeoning damage and the target must pass a DC 16 Strength saving throw or be knocked prone.\nOnce the duration of the spell ends or if you cast the spell again, all unthrown stones affected by this spell become inert and non-magical.\nAt Higher Levels. For every spell slot above 1st, the boulders become slightly larger, dealing 1d10 additional damage and increasing the saving throw DC by 1.\n\n\nSpell level\n\nSize\n\nDamage\n\nSave DC\n\n\n2nd\n\nSmall\n\n3d10\n\n17\n\n\n3rd\n\nMedium\n\n4d10\n\n18\n\n\n4th\n\nMedium\n\n5d10\n\n19\n\n\n5th\n\nLarge\n\n6d10\n\n20\n\n\n6th\n\nLarge\n\n7d10\n\n21\n\n\n7th\n\nHuge\n\n8d10\n\n22\n\n\n8th\n\nHuge\n\n9d10\n\n23\n\n\n9th\n\nGargantuan\n\n10d10\n\n24\nAlternative Usage. When you cast this spell, instead of the stones growing once thrown or launched, you can instead designate them to grow at the utterance of a set command word or after a specific amount of time has passed from the casting of the spell.\nSee Also[edit]\nConjure Stone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Brand\nLevel: 1\nSchool: Evocation\nClasses: Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour (Concentration)\nComponents: V, M\nMaterial cost: a vial of oil\nDescription: A volley of magical embers lets loose from your hand, soaring towards a target you can see. The creature must make a Dexterity Save with a DC of 13. On a failed save, the creature is marked with a symbol of your choice, manifesting anywhere you choose on the target. At any time of your choosing if the target is within 60ft of you and the spell is still a active, the brand bursts into flame, dealing 2d6 fire damage. The symbol must fit within 6 square inches"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Burst\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: A surge of pure magical energy erupts from you, draining all of your remaining 1st-level spell slots. Each creature in a 15-foot cube originating from you must succeed on a Dexterity saving throw, taking 1d12 force damage for each spell slot expended this way.\nAt Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you expend all spell slots equal to or less than the level the spell was cast at as part of casting it. The force damage dealt increases by 1d12 for each level of spell slot spent to cast the spell: A 4th level spell, for example, increases the damage by 4d12 because it is four levels worth of spell slots."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Card\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch one to three playing cards and imbue them with magic. You or someone else can make a ranged spell attack with one of the cards by throwing it. It has a range of 60 feet. If someone else attacks with the card, that attacker adds your spellcasting ability modifier, not the attacker\u2019s, to the attack roll. On a hit, the target takes slashing damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the spell then ends on the card.\nOn a critical hit, draw a playing card from a shuffled deck. In addition to the normal damage for a critical hit, you deal bonus damage based on the rank and suit of the card drawn. Aces add 1 damage, numbered cards add damage equal to the number of the card, and faces add 10 damage. The type of bonus damage dealt is bludgeoning for Clubs, piercing for Spades, force for Diamonds, and psychic for Hearts.\nIf you cast this spell again, the spell ends early on any cards still affected by it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Dart\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a small glowing dart of magical force, which hits a creature of your choice that you can see within range. The target takes 1d2 force damage.\nAny spell or effect that blocks the magic missile spell also blocks this spell.\nThis spell's damage increases when you reach 5th level (1d3), 11th level (1d4), and 17th level (1d4+1)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Fang\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d4 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a d4 bonus to rolls, such as bless, it cannot also use the benefit of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Fang, Greater\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d8 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a damage bonus to rolls, such as bless, it cannot also use the benefit of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Missile Barrage\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create 10 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. If these darts are attempted to be blocked by the shield spell, the darts deal half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one more dart is created per slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Missile Massacre\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (120-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Literally hundreds of magic missiles massacre everything before you. Each creature in a 120-foot cone who you don't choose to exclude takes 10d4+20 force damage. Any spell or effect which prevents you from taking damage from magic missile, like shield, also prevents you from taking damage from this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Missile Storm\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You summon a devastating swarm of magic missiles in a designated area. When you cast this spell, and as an action on subsequent turns, select a point within range. Each creature of your choice within a 15-foot radius sphere centered on that point takes 4d4 + 4 force damage. Creatures under the effects of shield take no damage from this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 + 1 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Pocket\nLevel: 3\nSchool: Conjuration\nClasses: Wizard, Sorcerer\nCasting time: 1 Reaction, When A Ranged Spell Attack Is Made Against You\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: As the spell surges towards you, you crack open a pocket dimension. If the spell is 2nd level or lower, it automatically enters the pocket dimension, and is stored. If it is 3rd level or higher, you must make an ability check using your spellcasting ability, with a DC of 12 + the spell\u2019s level. On a failure, this spell fails, and on a success, it is stored.\nWithin a minute, you may use an action to cast the spell you stored. This uses your modifier, for the sake of attack rolls.\nAt Higher Levels. When you cast this spell at 4th level or higher, spells of one level higher are automatically stored for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Robbery\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: When you cast this spell, choose a tiny non-magical object you can see, that isn't being carried or worn within range. You teleport that object to your hand, if it is empty."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Scimitar\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 10 Minutes\nComponents: S\nDescription: A spell to summon magical blades for a time.\nWhen you cast this spell, a spectral scimitar appears in each of your hands. If you are holding an item, you have one scimitar in a scabbard. These scimitars count as magical for the purposes of overcoming resistance and immunity. You are proficient with these scimitars.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the scimitars conjured by this spell become more powerful. They gain a +1 bonus to attack and damage rolls with a spell slot of 3rd or 4th level; a +2 bonus with a spell slot of 5th or 6th level; a +3 bonus with a spell slot of 7th or 8th level; or a +4 bonus with a 9th level spell slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Speed\nLevel: 3\nSchool: Conjuration\nClasses: Paladin, Ranger, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You move in the blink of an eye, literally, you can blink up to twice your movement speed. You may only blink to places you can see or have seen. You may not blink into another creature's hex."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Staff\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: You touch a nonmagical staff. Until the spell ends, that staff becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. Additionally, a creature which is wielding the staff gains a +1 bonus to spell attack rolls. As part of the casting of this spell, you can cast a cantrip you know and up to two spells of 3rd-level or lower which you are normally able to cast. Instead of the normal effect of each spell, the spell is imbued in the staff. A creature which is wielding the staff can cast a cantrip which is imbued in the staff from the staff at will, and it can cast a spell of 1st level or higher which is imbued in the staff once during the duration of the spell, even if the creature is normally unable to cast spells. The creature uses your spellcasting ability modifier and saving throw DC in place of its own, if any. If a spell which requires material components is imbued in the staff, those material components are expended once by you when you cast the spell - the wielder of the staff does not have to provide them again.\nThis spell immediately ends if you cast it again before its duration ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Strike\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You cloak your hand in a vibrant aura that almost magnetizes it to your target. One target of your choice that you can reach takes 2d6 + 2 force damage without fail. This damage can be negated by effects that block magic missile, such as the shield spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell pushes the target back 5 feet for each level above 1st and deals an additional 1d6+1 force damage for every other level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Talisman\nLevel: 6\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: You touch a nonmagical piece of jewelry, such as a ring, an amulet, or a bracelet. For the duration, a creature gains a +2 bonus to AC and saving throws while wearing the object you touched. This spell immediately ends if you cast it again before its duration ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Vestment\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You touch a suit of nonmagical armor or a nonmagical shield. For the duration, that armor or shield becomes a magic item that provides a +1 bonus to the wearer's or wielder's AC.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Warhead\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create one large glowing dart of magical force. The dart hits a creature of your choice that you can see within range, dealing 2d6 force damage and 2d6 thunder damage without fail. The dart then explodes: each creature within 30 feet of the target must make a Dexterity saving throw, taking the same damage on a failed save.\nAny effect that would stop a magic missile also stops a magic warhead.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 force damage and 1d6 thunder damage for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Warship\nLevel: 8\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 8 Hours\nComponents: V, S\nDescription: You enchant a nonmagical watergoing vessel within range. For the duration, it becomes immune to fire damage as well as nonmagical bludgeoning, piercing, and slashing damage. In addition, on your turn you can move the ship up to 120 feet in any horizontal direction. The movement speed provided by this spell is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters. Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) force damage on a hit. This spell immediately ends if you cast it again before its duration ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magical Blade\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A bladed or pointed weapon\nDescription: You mutter a quick phrase and thrust your blade into the air, coating it in magic energy which helps bypass physical barriers, causing it to become magical for the duration. It sheds bright light of a colour of your choosing for 15 feet and dim light for another 15 feet.\nCasting this spell again causes its effect to end on any weapons you previously casted it upon.\nAt Higher Levels. The enchantment of this spell increases in potency as you reach higher levels, granting the enchanted weapon a +1 bonus to attack and damage rolls for the duration at 5th level. This bonus increases again at 11th level (+2) and 17th level (+3)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magical Deflect\nLevel: 1\nSchool: Abjuration Casting Time:1 Bonus Actionrange:Selfcomponents:V, Sduration:1 Roundyou Weave A Magical Barrier, Which Soaks Up Most Of The Effort From Spells. Until The Start Of Your Next Turn, You Take 7 Less Damage From Spells, After Resistance And Vunerability.At Higher Levels. When Cast At 2Nd Level Or Higher, The Damage Reduction Increases By 7 For Every Level Above 1St.Back To Main Page \u2192 5E Homebrew \u2192 Spells \u2192 Bardback To Main Page \u2192 5E Homebrew \u2192 Spells \u2192 Sorcererback To Main Page \u2192 5E Homebrew \u2192 Spells \u2192 Warlockback To Main Page \u2192 5E Homebrew \u2192 Spells \u2192 Wizard\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: You weave a magical barrier, which soaks up most of the effort from spells. Until the start of your next turn, you take 7 less damage from spells, after resistance and vunerability.\nAt Higher Levels. When cast at 2nd level or higher, the damage reduction increases by 7 for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magical Spell Tinkering\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Artificer\nCasting time: 1 Action\nRange: Touch\nDuration: Indefinitely\nComponents: V, M\nMaterial cost: A Tiny nonmagical object and the materials for the spell tingkered\nDescription: You have gained inspiration from your exploration of Magical Tinkering, you can now imbue spells into an object.To use this spell, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and imbue within it a 1st level spell you have prepared, using up another spell slot as if you're casting the spell in addition to the slot you consumed casting this spell. The object now has 1 charge of that spell. Anyone holding the object may use his/her action to cast the spell as if you are casting it, using your spellcasting ability. A gem simply lose its magic and turn into a mundane gem after use, any other mundane item would dissolve into dust after the magic within is exhausted. This counts as active magical tinkering and is subjected to its limits.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher you may tinker and imbue a spell of equivalent level to the spell slots used to cast Magical Spell Tinkering, consuming the required slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magma Storm\nLevel: 6\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 10 Minute\nComponents: V, S\nDescription: You create an up to 20-foot-radius, up to 30-foot-tall cylinder of storming magma and flames centered on a point on the ground that you can see within range. Any creature starting its turn in the cylinder or that moves into the cylinder must make a Strength saving throw. On a failed save, a creature takes 5d10 fire damage and is restrained as long as it is in the cylinder. On a successful save, it takes half as much damage and isn\u2019t restrained by this spell. A creature restrained by this spell can use its action to make a Strength saving throw. On a success, it\u2019s not restrained anymore.\nAs a bonus action, you can move the cylinder up to 30 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnesis\nLevel: 1\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a metal object\nDescription: You gain control of one object that is made mostly or entirely of metal in range that you can see, and does not exceed 10 feet in any dimension. If the object is worn or carried by a creature, that creature can make a Strength saving throw to break your control over the object, ending the spell on a success. At the end of each of that creature's turns, it can make a new Strength saving throw, to end the spell on a success.\nThe controlled object moves up to 30 feet vertically, horizontally, or in any direction you choose. You can only move an object vertically if it weighs 500 pounds or less (including any weight the object is bearing), and can only move an object horizontally if it weighs 2000 pounds or less. You cannot move an object if your weight is on it. For the duration, you can use an action to move the controlled object an additional 30 feet in any direction.\nWhenever you move the controlled object, you can attempt to strike a creature with it. To do so you must make a ranged spell attack against that creature, and on a success hit the creature for 1d6 bludgeoning damage (or another damage type appropriate to the object).\nWhen your concentration ends outside of your turn while it is suspended, the object drops slowly and harmlessly to the ground. During your turn, you can choose to end your concentration and drop the suspended object violently as an attack. You must make a ranged spell attack to hit a specific object or creature with the violently dropped object. If you succeed on the attack to hit a creature, the object inflicts bludgeoning damage equal to 1d6 if it fell at least 10 feet, plus an additional 1d6 for each 10 feet it fell after that. For example, an iron shield that fell a full 60 feet would inflict 6d6 bludgeoning damage.\nIf a construct is targeted by this spell, they must make a strength saving throw or be paralyzed for 1 round.\nIf the object moves beyond the range of this spell, your concentration ends. You can easily discern if you are close to the maximum range of this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnet Orb\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A small nugget of iron\nDescription: You conjure an orb that pulls foes towards it.\nYou create a magical orb of iron at a point of your choice within range. The orb is 3 feet in diameter, and floats 2 feet above the ground. Each creature that starts its turn within 20 feet of the orb must succeed on a Constitution saving throw or be pulled 10 feet towards the orb. Any creature within 20 feet of the orb must spend 2 feet of Movement for every 1 foot it moves when moving away from the orb. Any creature that touches the orb must make a Strength saving throw or take 1d10 lightning damage. Unattended inanimate objects that weigh 5 pounds or less within 20 feet of the orb are also pulled towards it at a rate of 10 feet per round. The caster cannot be affected by the orb's effect.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum range that the orb's pulling can reach increases by 10 feet for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnetic Field\nLevel: 6\nSchool: Transmutation\nClasses: Wizard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small magnet, or a pinch of iron filings\nDescription: For the duration, you can manipulate nearby magnetic fields to create a variety of powerful effects.\nYou use magnetic force to steer blades and arrows past you, giving you +2 AC against metal weapons. Additionally you can attempt to catch a metal projectile with magnetism: you can use your reaction to deflect or catch the missile when you are hit by a ranged metal weapon attack. When you do so, the damage you take from the attack is reduced by 2 d10 + your spellcasting ability modifier. If you reduce the damage to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you add your spellcasting ability modifier to the attack and damage rolls for the attack.\nWhen you cast the spell and as your action on each turn until the spell ends, you can produce one of the following effects:\nAttract. Unattended metal objects in a 30-foot sphere\u2014including weapons, armor, and anything made primarily out of metal\u2014are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Loose objects weighing more than 500 pounds are not affected.\nA creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed on a Strength save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it's holding as a free action to avoid the effect if it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves. Moving away from you counts as difficult terrain.\nRepel. This functions identically to the attract effect, except creatures and objects are pushed away from you in a 30-foot sphere. You can instead choose to focus your magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and affected creatures and objects up to 1000 pounds move away from you at 30 feet per round. Creatures must succeed on a Strength check against your spell save DC to move towards you along the line, and doing so counts as difficult terrain.\nDisarm. You can focus your magnetic power down to affect a single metal object, disarming a creature within 30 feet. Make a spellcasting ability check against a creature\u2019s Strength check; if you succeed, the opponent\u2019s weapon or an item of equipment not secured to their person is pulled from their grasp. If you have a free hand, the item is pulled into your grasp"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnetism\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: copper wire coiled around a small magnet\nDescription: You activate a magnetic field which allows you to lift and manipulate up to 500 lbs of metal within 30 feet of you. You can move the metal at a speed of up to 30 feet per round, if you attempt to crush a creature using this they must succeed a dexterity saving throw or take 1d10 bludgeoning damage per 100 lbs. Attempting to restrain a creature using this will require them to succeed a strength saving throw equal to 10+ your spellcasting modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may lift an additional 50 lbs of metal"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnetize\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hold your hands outstretched and project an area of intense magnetism that allows you to move metal objects. Choose any number of objects entirely within the spell's range that are partially or entirely made from metal and that weigh 15 pounds or less. If the object isn't being worn or carried, you automatically move it up to 15 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 15 feet in any direction but not beyond the range of this spell.\nOnce the metal is moved it is no longer magnetized."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnokinesis\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: Small Magnet\nDescription: You gain control over one metal (made mostly or entirely of metal) object that weighs up to 2000 pounds or multiple objects (up to 4 objects) with maximum of 500 pounds combined weight. If the object is worn or carried by a creature they can make a Strength saving throw to attempt to break your control over the object, on a success the spell ends. The DC is your spell save DC. The object can also be manipulated to restrain a creature. Attempting to restrain a creature will require them to make a Strength saving throw equal to your spell save DC. On a success they are unaffected, on a failure they are restrained. On their next turn they can attempt to break free by making another Strength saving throw.\nThe controlled object/s can move 30 feet in any direction. You can only move an object vertically if it weighs 500 pounds or less. You can use an action to move the object/s an additional 30 ft in any direction. Whenever you move the controlled object/s you can attempt to attack a creature with it. You must make a ranged spell attack against the creature and on a success hit the creature for 1d6 damage per object (damage type depends on type of object used). If you have controlled multiple weapons (swords, axes, maces, etc) they will deal 1d8 damage per weapon used. If it is a singular object weighing 500 pounds or more you can attempt to crush the creature, they must succeed a Dexterity saving throw or take 1d4 damage per 100 pounds. The DC is your spell save DC. During your turn you can also choose to drop the object as an attack, the object must be at a height of at least 10 ft in order to deal any damage. You must make a ranged spell attack to hit them, on a success the object inflicts 1d4 bludgeoning damage for every 10 ft it falls. For example an anvil that falls 50 ft would deal 5d4 bludgeoning damage. The spell can only be cast as a ritual outside of combat.\nAt Higher Levels. The range of the spell increases to 90 ft at 3rd level, and to 120 ft at 5th level. The maximum weight you can lift increases by 50 pounds for each level after 3rd level. At 4th level your control over these objects is stronger, when you restrain a creature they have disadvantage when trying to break free, and disadvantage when they try to break your control over an object they are carrying"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Major Inventory\nLevel: 6\nSchool: Divination (Ritual)\nClasses: Bard, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle\nDescription: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, sack, or room made of any material as long as it can fit within a 20 foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.\nYou instantly become aware of every item and it's quantity that the container holds.\nIf there is any item you have never encountered before, you are aware of it's approximate shape and size, but not it's name or purpose.\nYou become aware of which is the most valuable item and it's approximate market value.\nIf any item is magical, you detect which items are magical as if seen with the detect magic spell.\nIf there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected against divination or the container is a magical item itself.\nYou do not become aware of the exact position of individual items inside the container.\nAny knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times three."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Major Mark\nLevel: 7\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a fire ruby worth at least 500 gp\nDescription: As an action, you point to a creature you can see in range, mutter arcane words, and trace a certain sigil described by this spell. As long as you concentrate, up to 10 minutes, the target gains the benefits of the sigil you chose. The sigil is visible over the target's head while you cast the spell.\nAssassin's Mark: This sigil consists of a diagonal cross and a water droplet encircled by two thin circles. When you choose this sigil, every time the target rolls a damage die from a weapon, those dice are exploding, up to 7 explosions each. Additionally, you or the target can expend a bonus action to grant it advantage on its next attack roll against a creature with a lower initiative than it.\nEvoker's Mark: This sigil consists of a flame, water droplet, snowflake, and wispy lines. When you choose this sigil, every time the target rolls an acid, cold, fire, lightning, or thunder damage, those dice are exploding, up to 7 explosions each.\nGravekeeper's Mark: This sigil consists of an X, the top left end of which is tipped with a curved line, and the bottom right end of which is tipped with a \u016b-like symbol. When you choose this sigil, every time the target rolls a necrotic or poison damage die, that die is exploding, up to 7 explosions each. In addition, the target gains resistance to and advantage against saving throws involving necrotic damage, and it cannot be raised as undead as long as this spell is active.\nLunatic's Mark: This sigil consists of two small spheres with dots in their centers. When you choose this sigil, every time the target rolls a psychic damage die, that die is exploding, up to 7 explosions each. In addition, the target has advantage on saving throws to resist being charmed and frightened.\nKeeper's Mark: This sigil consists of an upside down triangle containing a simplistic bird. When you choose this sigil, every time a damage die is rolled at maximum value against the target, it gains +1 to is AC, up to +5 total. Additionally, the target can expend one of these bonuses to AC to negate all damage done by a single attack.\nShaman's Mark: This sigil consists of a leaf and water droplet, under which lies a sideways humanoid palm. When you choose this sigil, every time the target rolls a healing die, those dice are exploding, up to 3 explosions each. Each time the target heals or is healed, add a number of temporary hit points equal to your spellcasting modifier to the target and any other affected party. Additionally, the target can simulate Spare the Dying at will."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Major Polymorph\nLevel: 6\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a piece of a caterpillar cocoon and a ruby worth at least 100 gp\nDescription: This spell transforms you into a new form.\nThe transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast, dragon, elemental, giant, monstrosity, ooze, or plant whose challenge rating is equal to or less than your current level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.\nYou assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless your new form is naturally capable of doing so.\nIf the new form doesn't wield equipment then your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. If the new form is one that normally wields equipment then your gear transforms into the new form's standard equipment, as determined by the DM."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Major Stasis\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You point at a creature or object within range that weighs 2,000 pounds or less and cause it to become stopped in time. An unwilling creature can make a Wisdom saving throw when targeted and at the end of each of its turns while affected; on a success, the spell ends.\nFor the duration, the target is frozen in place and cannot move of its own volition, becoming paralyzed if it is a creature. Another creature can move the target by using an action to make a Strength (Athletics) check against your spell save DC, moving the target up to 5 feet on a success.\nThe target is immune to all damage for the duration; keep track of the amount of damage it is subjected to. When the spell ends, choose a direction. The target is flung in that direction a number of feet equal to twice the damage dealt to it while stopped in time, stopping early if it impacts against a solid surface. A creature or unsecured object in the target's path must make a Dexterity saving throw to avoid being hit by the target. On a failed save, both the target and the creature or object hit take 4d4 bludgeoning damage for every 10 feet the target was flung, and a hit creature is knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight limit increases by 4,000 pounds for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Majority World\nLevel: 9\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A gem-encrusted golden apple worth at least 10,000gp\nDescription: Target a number of creatures that you can see up to your spellcasting ability modifier. When you cast Majority World and at the start of your turn, you may select one of the following effects from both the Hostile and Friendly charts, provided you have at least one of each currently under the effects. The chosen effect affects all targets of the appropriate type until the start of your next turn. Hostile targets may make a Charisma saving throw to resist the effect for the round.\nFriendly\nAttack: Targets gain a bonus to their attack equal to your spellcasting modifier.\nDefense: Targets gain resistance to all damage, and immunity to critical hits.\nDamage: If a target would roll a damage die, they may choose to take the maximum damage instead.\nHealing: Targets regain HP equal to your spellcasting modifier at the start of their turn.\nUtility: Targets gain immunity to the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned conditions.\nMovement: Targets speed doubles, they ignore difficult terrain, and they gain a swim speed equal to their walking speed.\nAbility: Targets add your spellcasting modifier to their saving throws and ability checks.\nHostile\nAttack: Targets subtract a number equal to your spellcasting modifier when they make an attack.\nDefense: Targets gain resistance to a damage type if they were immune, take normal damage if they were resistant, and are vulnerable to damage they would previously take normally.\nDamage: If a target would roll a damage dice, it must take the minimum number possible.\nHealing: Targets cannot gain HP.\nMovement: Targets speed is halved and cannot be increased.\nAbility: Targets subtract your spellcasting modifier from saving throws and ability checks they make"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Makank\u014dsapp\u014d\nLevel: 4\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (120 Feet Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: You hold your index and middle finger against your forehead and start charging energy at the tip. Afterwards you point the tip of those 2 fingers anywhere and a beam of light shoots out in a straight line that pierces every nonmagical obstacle and every creature that is not magically protected (i.e Shield). Every creature pierced by the beam of light takes 6d8 radiant damage and 2d12 piercing damage. The beam does not pierce obstacles like Wind Wall or Wall of Fire.\nWhen casting this spell as a ritual, charging energy takes 10 minutes and the beam of light deals 20d8 radiant damage instead and pierces through any obstacle including magical barriers. Taking damage while charging interrupts the casting process and the spell fizzles.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for each slot level above the 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Malcador\u2019s Fallen Star\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Sight\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small stone from the original meteor, which the spell consumes\nDescription: Named after its discoverer, this accursed star brought death to all who saw it, including the great astrologist himself.\nAfter 1d10 rounds from casting the spell, the meteor will fall on the chosen target, location, or point. Each creature within 300-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 15d10 fire damage and 15d10 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe spell damages objects in the area and ignites flammable objects that aren\u2019t being worn or carried"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Man's Best Fiend\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Hour(10 Minutes If Already Active)\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small amount of charcoal, one skull or head of any type or size rating, that is destroyed during the ritual.\nDescription: You gain service of a unique fiendish familiar that takes the form you choose among this list:\nfloating skull, shadow, Imp, Homunculus, Awakened Shrub, Cat, Rat, Raven, Pseudodragon, Spider, or Crawling Claw.\nAppearing in an unoccupied space within range, the familiar has the Statistics of the chosen form.\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. You can make your familiar attack or defend without having to spend action or bonus action. While your familiar is within 100 feet of you, you can communicate with it telepathically. When the familiar drops to 0 hit points or is dismissed forever, it explodes, dealing 1d6 radiant damage to everything within 30 feet, and leaving behind a pile of cinders. Dismissing it forever also causes 1d8 necrotic damage to the caster, from any distance - this effect does not occur if it drops to 0hp via other means.\nAs an action, you can see through your familiar's eyes and hear what it hears, gaining any special senses the familiar has. During this time, your own body is deaf and blind, though it can still move normally. If you are knocked unconscious while this effect is active, it does not end.\nAs an action, you can temporarily dismiss your familiar. It enters your shadow, where it awaits your summons. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.\nAt Higher Levels. when you cast this spell at 2nd level you can summon a Will-o'-wisp or a death dog, when you cast this at 3nd you can summon a Hell Hound. To change the from you will have to spend a spell slot of the right level so going from hellhound to cat you would only need a 1st but going from cat to death dog you would need to use a 2nd level slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mana Shield\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a pearl worth at least 100 gp\nDescription: You create a protective sphere of magical force around a willing creature you can see within range. The targeted creature gains temporary hit points equal to 1d10 + your spellcasting modifier. If the targeted creature would take an amount of damage that exceeds their current temporary hit points, they instead lose all temporary hit points and take no damage, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell grants an additional 1d10 temporary hit points for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mana Shield, Variant\nLevel: 0\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Cube)\nDuration: Duration: Concentration, Up To 1 Round\nComponents: S, M\nMaterial cost: a cube made out of wood, metal or stone\nDescription: Create a shield of energy that covers a 5-foot cube around the caster. Creatures inside the shield are considered to have half-cover.\nIn addition, any hostile creature that attempts to enter the area inside the shield must succeed on a Strength saving throw, or it can't pass through, being unable to try again until the start of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mana Siphon\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise your hand, projecting your open palm forward, sucking the reserves of mana from inside your enemy. Force the target to make a saving throw using its Spellcasting ability. On a failed save, the target loses a number of spell slots equal to 1d4, and you regain the same amount. You can't regain more spell slots than your maximum using this feature, and the spell slot must be of 2nd-level or lower."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Manic Manacles\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a piece of iron\nDescription: You cause heavy black chains to encircle a creature you can see within range. The target must make a Dexterity saving throw. If the target fails, it is restrained by heavy black chains until the spell ends.\nThe target can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the chains"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Manipulate Hearing\nLevel: 0\nSchool: Illusion\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Reaction, When You Notice One Or Multiple Creature Listening To A Sound You Can Hear\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a sliver of jade\nDescription: You use illusory audio to manipulate what a creature believes it has heard. The creature affected must make an Intelligence saving throw. On a fail, you control what the creature hears to the extent that it keeps the same volume. This change in sound only affects the listener and does not change the actual sound made (manipulate hearing cannot affect the verbal component of a spell).\nAt Higher Levels. This spell\u2019s number of targets increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Manipulate Snow and Ice\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You choose a portion of snow or ice that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\nYou can excavate snow and ice, reshaping it, move it along the surface, freezing it, condensing it into snow and deposit it up to 5 feet away. This movement doesn\u2019t involve enough force to cause damage.\nYou cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\nIf the ice or snow you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nOne Medium or smaller creature standing on snow that you choose must succeed on a Strength saving throw or have its movement speed reduced by 20 feet. Alternatively, one medium or smaller creature standing at snow must make a Strength saving throw, or be throw on the ground, knocked prone.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mansi\u00f3n\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: Instant\nRange: 5 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: an eviction notice, a planar map to the mansi\u00f3n, and a silver key worth at least 500 gp\nDescription: The mansi\u00f3n is a 260-by-340-foot \"building\" that takes on whatever appearance you choose. Within the mansi\u00f3n there are the following resources: 5 rooms with their respective \"magical\" bathrooms, closets, beds and a small herb garden that is replenished daily and provides basic sustenance for a day for 5 creatures, a kitchen, a library room and a training camp among the following; a blacksmith shop, a workshop, an alchemy laboratory, a herbalist's corner, a large hall in the center of the mansi\u00f3n and a personal office.\nFinally, you may force any creature of your choice from your mansi\u00f3n, and they may not return until designated otherwise by you.\nAt Higher Levels. By casting a spell slot of level 5 or higher, the mansion gains the ability to protect itself from climatic changes around it, except for extreme heat and cold. You can also control the climate and vegetation of the mansion at your will, as long as you you are in it. When casting a Spell slot of level 6 or higher, the mansion gains a maximum levitation height of up to 5,000 feet and a flight speed of 100 feet. By casting a spell slot of level 7 or higher, you can make the mansion double in size, obtaining these resources: a small safe in which you can place any object as if it were a pocket dimension, objects cannot exceed the medium size, you also get several servants who cannot fight and cannot be harmed, they can only do very basic things like cooking and cleaning and maintaining the mansion, you also get a small farm with 3 stables, a mill and several houses of your choice. When casting a spell slot of level 8 or higher, the owner of the mansion can choose to create a small portal, after meditating for 1 hour, into which only those he decides will enter, teleporting themselves to the mansion. When casting a 9th level spell slot, the mansion produces, once a day, a golden apple from a Great tree with golden leaves located in the center of the mansion, this fruit is known as: \"the primal fruit.\" Anyone who eats this fruit will automatically be enveloped by a celestial aura, thus turning its consumer into an immortal being capable of overcoming the effects of old age and in turn recovering all of their spell slots, if they have any, it also counts as if had taken a prolonged rest and any illnesses or harmful magical or non-magical effects on him will be nullified in this way. (at DM's discretion) The primordial fruit can only be plucked from the tree by the owner of the mansion and by a person whom he decides. You cannot have more than one mansion at a time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mantle of Command\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Paladin, Warlock\nCasting time: 1 Action\nRange: Self (15 Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A crown, scepter or standard worth at least 200 GP, or a magic weapon worth at least 1 sp\nDescription: Upon casting this spell, you and every creature of your choice within range gains 20 temporary hit points that last for the duration of the spell, or until they are reduced to 0. In addition, while the spell is active, every creature of your choice within this aura also adds 1d6 to the total of their attack rolls and saving throws.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of effect increases by 5 feet for every level of spell slot above 4th. For example, if cast as a 7th level spell, the area of effect is 30 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Manus Semoto\nLevel: 1\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of charcoal dust sprinkled with marrow\nDescription: Three translucent limbs of magical force originate from your sternum. Each limb hits a creature of your choice that you can see within range. A limb deals 1d8 force damage to its target. The limbs all strike simultaneously, and you can direct them to hit one creature or several.\nAfter (2) consecutive hits on a single target, you may then move the target 5 feet closer or further to you.\nEvery (2) consecutive hits afterwards adds an additional 5 feet you may move your target.\nMoving a target in or out of another creature's range does not provoke attacks of opportunity.\nAt Higher Levels: For each level this spell is cast above 1st grants an additional (2) limbs to strike targets"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mark\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Wizard, Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: some ink\nDescription: You touch something that you own and mark it. A small mark or image of your choice appears on the item wherever you desire. The mark can not be similar to something that already indicates a particular person or organization if you are not a part of it, such as a Noble signet or a Royal seal. You are instinctively aware of where the mark is if it is within 30ft. If a creature touches the mark they learn the chosen name and a single distinct identifying feature of the item's owner that may be decided while casting. You cannot lie about your name or the identifying feature while casting this spell, but you can use a nickname as long as it is a known one.\nIf the item is removed from your possession from where or with whom you left it, you are alerted to it's new position once a minute for 10 minutes as long as it remains on the same plane as the mark's owner. You can additionally cast this spell on yourself to manually trigger the tracking effect on your marked items. Casting this as a ritual on yourself allows you to hold the tracking for up to an hour with concentration, and reduces the delay between location alerts to 6 seconds. The tracking effect does not have any visible effects unless Detect Magic or a similar spell is used.\nYou can pass ownership and the effects of this spell onto a willing creature that you can touch by casting the spell a second time on an item that already has a mark. They may choose a new mark, but a miniature version of the caster's mark will appear beside the new mark. The miniature mark retains only the name of the owner, and the manual tracking ability with a limited range of a mile.\nA creature can have their mark on as many items as their level with the full tracking effect. They may additionally mark as many items equal to twice their level without the automatic tracking effect, and an additional amount of items equal to their three times their level with no tracking effect. If the owner of the mark does not know this spell, their limits are halved. These lists are not inclusive of each other and are based on the owner of the item rather than the caster.\nThe spell ends and the mark is erased if the item moves more than a mile from mark's owner for longer than a week. The separation time for an item granted to someone else is only a day. The mark may be forcibly removed with Dispel Magic or if it enters an anti-magic field. It can also be willingly dispelled by the caster with an action. There is no other way to remove the mark"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mark of Nirvana\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a dewy lotus blossom, which the spell consumes\nDescription: You touch a creature and grant it the will to become enlightened. For the duration, the target has proficiency in all saving throws, makes Perception and Persuasion checks with advantage, and suffers disadvantage on Deception checks. Additionally, a creature of good or lawful alignment that deals damage to the target with an attack or spell takes 1d10 psychic damage.\nWhen you cast this spell, the target chooses a number of spells of 3rd level or below equal to your spellcasting ability modifier; these must be divination or abjuration spells from the wizard spell list. For the duration, the target can cast these spells at will, without expending spell slots or requiring material components. The target uses Wisdom as its spellcasting ability when casting spells this way.\nFinally, the target can use an action to cast raise dead without expending a spell slot or requiring material components; if it does so, it takes 5d10 necrotic damage and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mark of Syrix\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a volcanic rock\nDescription: A creature within range you choose has a Mark of Syrix placed on them. Any time the targeted creature takes fire damage, the Mark deals 6d8 fire damage to that creature. This damage can only be dealt per round a number of times equal to the level this spell was casted at. As a bonus action and at any time, you can destroy a Mark of Syrix on any creature within range, dealing an amount of fire damage to the creature equal to the fire damage it has already taken this round. Marks of Syrix fade off of targeted creatures 1 minute after being casted.\nAt Higher Levels. When you cast this spell using a spell slot of 7 or higher, cast an additional mark of Syrix for every two levels above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Marty\u2019s Miraculous Self Improvement\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a self-help book\nDescription: You train rapidly, enhancing your physical capabilities in seconds. Choose two; Strength, Dexterity, or Constitution. Those scores increase by 2, to a maximum of 18, for the duration of the spell.\nAt Higher Levels. When cast at 6th level or higher, the bonus increases by 1 for every two levels above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Marvin's Gutterball\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 600 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a massive iron ball, filled with flechettes and explosives. Choose a spot within range. The ball travels at a rate of 50 feet a round, moving at the start of your turn, and can either go over cover, or if the structure has less that 15 hitpoints, travel directly through it.\nWhen it hits it's intended location or strikes something with 15 or more hitpoints, the ball explodes. Everything within a 40 foot radius of the ball must make a Dexterity saving throw or take 5d6 fire and 5d6 piercing damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ball's travel speed increases by 10 feet, and the piercing damage increases by 1d6, for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Arcane Cure\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V\nDescription: With the power of the arcane arts of a Magister you can heal and replenish the energy of your allies.\nUp to six creatures of your choice that you can see within range regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Additionally, you can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, the healing increases by 1d6 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Blade Bane\nLevel: 8\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose up to twelve creatures of your choice that you can see within range, and choose one of the following damage types: bludgeoning, piercing, or slashing. Each target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn an affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Additionally, the target loses any resistance to that damage type until the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Blood Transfusion\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You cause your blood to flow to wounded creatures in the area, mending their wounds. Choose up to six creatures inside the area and spend a hit die for each creature chosen. Each creature regain hit points equal the number rolled on the hit die + your Spellcasting ability."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Disintegrate\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30 Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a lodestone and a pinch of rust powder\nDescription: A blast of green light erupts from your outstretched hand. Each creature in a 30-foot cone must make a Constitution saving throw. A target takes 20d6 + 40 force damage on a failed saving throw, or half as much on a successful one. The target is disintegrated if this damage leaves it with 0 hit points.\nA 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.\nThis spell automatically disintegrates all Medium or smaller nonmagical objects or creations of magical force. Magic items are unaffected by this spell unless worn by a creature reduced to 0 hp.\nTargets that are completely obstructed by objects which are not disintegrated are unaffected by the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Exsanguination\nLevel: 6\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet, 10 Feet Cube\nDuration: 1 Minute, Concentration\nComponents: None\nDescription: Drain the life from your enemies\nA vortex of spirits begin to draw blood of everyone in the area of the spell. Everyone within the area must pass a Constitution saving throw or their Constitution ability score decreases by 1d4. Creatures without blood are not affected by this spell. A creature that passes the saving throw cannot be affected for the rest of the spell's duration"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Harm\nLevel: 9\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A flood of negative energy flows from you into creatures around you. All creatures of your choice within range must make a Constitution saving throw. On a failed save, it takes 20d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, a creature takes half as much damage, and its hit point maximum is not reduced. Damage from this spell cannot reduce a target's current or maximum hit points below 1."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Immolation\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\nDescription: Choose up to twelve creatures you can see within range. Each target must make a Dexterity saving throw. A target takes 16d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell's duration. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a target repeats the saving throw. It takes 8d6 fire damage on a failed save, and the spell ends on that creature on a successful one. These magical flames can't be extinguished by nonmagical means.\nIf damage from this spell kills a target, the target is turned to ash"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Inflict Wounds\nLevel: 5\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A wave of negative energy washes out from a point you choose within range. Each creature within a 30-foot radius of that point must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, this spell's damage increases by 1d8 for every level after 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Mental Binding\nLevel: 3\nSchool: Enchantment\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A link of chain\nDescription: Up to 4 creatures of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.\nAt Higher Levels. Increase number of creatures targeted is increased by 2 per spell level higher than 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Mind Wipe\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Choose two targets within range. Each target must make an Intelligence saving throw. On a success, this target knows you tried to wipe their memory and become aggressively hostile to you, even willing to rile up others to kill you. On a failure, you wipe up to 2 hours of the target's memory. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased.\nAt Higher Levels: When this spell is cast using a 7th level or higher spell slot, you may target an additional creature for each level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Transcription\nLevel: 5\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 10 Minutes\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a writing implement and several bottles of ink, the ink of which is consumed as part of casting this spell\nDescription: You flawlessly copy the contents of a book you can see within range into another, blank book within range. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and destination language if you do so.\nThis spell can copy the contents of a spellbook, creating a second spellbook. However, using the spell in this manner incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell in the spellbook. Additionally, the spell can only copy spells of a level equal to or lower than the level this spell is cast at. If a copied spell is of a higher level than this spell is cast at, the spell is not transcribed and the pages in the new spellbook that would contain it are left blank.\nAt Higher Levels. The amount of books that can be transcribed or copied by this spell increases for each spell slot above 6th. Refer to how it increases according to the table below.\n\n\nSpell Level\n\nBooks Transcribed\n\n\n6th\n\nUp to 5\n\n\n7th\n\nUp to 10\n\n\n8th\n\nUp to 50\n\n\n9th\n\nUp to 100\nSee Also[edit]\ntranscription"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Traumatic Teleport\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You attempt to instantly transport up to eight creatures within range into one or more solid objects you can see within 500 feet of you. Each object that you use as a destination for a creature must be the same size as that creature or larger. Each creature must make a Constitution saving throw. On a failed save, it partially teleports into the object, takes 6d10 force damage, and is restrained. On a successful save, a creature takes 3d10 force damage but is neither teleported nor restrained.\nA creature restrained by this spell may make a Strength save at the end of each of its turns. Once it successfully makes the Strength save three times, it is no longer restrained and shunted into the nearest empty, unoccupied space"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Massage\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Choose a creature you can see within range. Magic, nonharmful hands begin to gently and benevolently massage the creature. To the creature, this touch feels not invasive, but inherently welcome, relaxing, and stress-relieving. This spell generally affects any living creature with familiar musculature, including all beasts, humanoids, and giants, but may not affect unusual creatures who would never gain any benefit from a massage, as your DM decides.\nFor the duration, when a Charisma (Persuasion) check is made to convince or persuade the target, it must make a Wisdom saving throw. Any creature that is openly hostile, or has been harmed by you or your associates, automatically succeeds on this saving throw. On a failure, that Charisma (Persuasion) check is made with advantage, but only if the persuasion is done in a calm and gentle manner"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Massive Magic Missile\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A 20 gp diamond\nDescription: You create nine glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force, thunder, cold, Lightning, fire, radiant, necrotic, poison or acid damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates three more dart for each slot above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Master's Touch\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour (See Description.)\nComponents: V, M\nMaterial cost: see description.\nDescription: A willing target becomes proficient with one piece of equipment that you are both touching when you whisper magical words containing condensed knowledge of its use. This proficiency lasts for one hour, until it is dispelled, or until the target is no longer within five feet of the equipment. To bestow proficiency, you must either be proficient yourself, in which case this spell has no material component, or you must channel the knowledge and abilities of those who have come before you, using some symbol of achievement, such as a mortarboard hat, a guild badge, or a certificate of proficiency, as a material component.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the proficiency granted by this spell lasts 8 hours and is not terminated when the target is no longer within five feet of the equipment. When you cast this spell using a spell slot of 3rd level or higher, the proficiency granted by this spell lasts until the target completes a long rest. When you cast this spell using a spell slot of 9th level, the proficiency granted by this spell lasts until dispelled.\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the Dungeons & Dragons Online franchise, and/or include content directly affiliated with and/or owned by Standing Stone Games. D&D Wiki neither claims nor implies any rights to Dungeons & Dragons Online copyrights, trademarks, or logos, nor any owned by Standing Stone Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Materialize Trap\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 25 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: Ritualistic chalk worth at least 50gp, which the spell consumes\nDescription: You conjure a special glyph in your hand (or within your spell focus) before throwing it out to a point within range. The glyph transforms into a trap of your choice from the list below. It will not target or be triggered by you or any number of creatures that you choose when you cast the spell. The trap that this spell conjures becomes inert when the duration of the spell ends.\nThe traps that this spell can summon are as follows:\nAdomorn's barrier\nAutonomous sentry\nEnchanted sentry (This trap can't have a spell prepared that you don't know)\nMorbid cage\nNoxious fume puffer\nPortable pit\nSpike trap\nSpiked barricade\nIf you cast this spell on the same spot using the same type of trap every day for 30 days, it lasts until dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Maxwell's Marvelous Mantle\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a small silver hood worth 50 gp\nDescription: A willing creature you touch is surrounded by a shimmering ethereal mantle that places a protective barrier between it and the elements. For the duration of the spell, they gain the following benefits:\nThe target automatically succeeds on saving throws made against the effects of extreme cold[1] and extreme heat[2].\nThe target and any objects it is wearing or carrying are kept magically dry and unsoiled by substances such as blood, dirt, grease, grime, mud, or oil.\nChoose any damage types other than psychic. When the target takes damage of one of those types from an external source, that damage is reduced by an amount equal to your spellcasting ability modifier (minimum of 1). This reduction applies before any resistances.\nIf the target takes 5 or more damage of a type reduced by this spell (after applying all reductions and resistances) during a single turn, the mantle is broken and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage reduction granted by the spell increases by 1 and the damage threshold required to break the mantle increases by 5 for each spell level above 3rd. Alternatively, you can choose to target one additional creature for each spell level above 3rd. All targets must be touching when you cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Maya's Symphony\nLevel: 9\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V\nDescription: An eerie music begins to play, summoning a spirit that protects and heals allies. When you cast this spell, mist coalesces into the form of a humanoid woman. She hovers above you. At the start of each of your turns while this spell is active, she casts mass cure wounds as a 6th-level spell on allies of your choosing. Also, creatures have disadvantage on attack rolls against allies within 60 feet of her, and allies have advantage on saving throws within the same range. When this spell ends, she fades into mist that cannot be dispersed. It stays for 24 hours and obscures the view of creatures hostile to you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Medusa's Gaze\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Ranger, Warlock\nCasting time: 1 Action\nRange: Self (30Ft Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: snake skin\nDescription: As an action, you cause your eyes to glow a sickening green in a 30ft cone. Any creature that is facing you when the cone first becomes active, or starts its turn in the cone, must make a Constitution saving throw. On a failure, the creature's speed is halved. On a second failure, their legs turn to stone and are considered restrained. On a third failure, the creature becomes completely petrified, which can be cured with Greater Restoration. An affected creature may repeat the saving throw at the end of each turn if they are not fully petrified. If a creature fails its saving throw by 6 or more, they are instantly petrified.\nUnless surprised, a creature can choose to avert their gaze at the beginning of their turn or immediately make the save again. If they do so, they cannot see you and must repeat the saving throw if they choose to do something that would make them meet your gaze once more. This includes making an attack against a creature, if they are both in the cone and the one attacking is facing you.\nAt the end of your turn, you must designate where you are facing and where the cone is aimed. If you are hit by an attack or spell, you can use your reaction, after rolling to maintain concentration, to face the creature the damage originated from, forcing them to repeat the saving throw if they are not averting their gaze. The sweep from turning your head does not affect creatures in terms of repeating the save.\nOn subsequent turns after casting this spell, you can use your action to force a creature you can touch to make the saving throw.\nIf you see yourself reflected on a polished surface within 30ft and in an area of bright light, you are instantly petrified."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Megascale Flight\nLevel: 8\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: You touch a willing creature. The target gains a flying speed of 600 feet for the duration. While the spell lasts, the creature can spend 1 minute, during which it can take no actions besides the Dash action, to fully power its flight. While the creature is flying at full power, it can reach speeds equivalent to approximately 5 times the speed of sound (1 mile/second) in the atmosphere, or 1 light-year per hour in vacuum. In this state, the only actions the can take are the dash action or to return to combat speed, which it can do as an action.\nWhen the spell ends, the target falls if it is still aloft, unless it can stop the fall. Once the target has a minute or less of the spell remaining, it is mentally notified of how much time is remaining via a 60-second countdown"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Megaton Punch\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You coat your fist in pure magic as you wind up a haymaker. Make a melee spell attack against a creature. On hit, the target takes 1d10 force damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you in a straight line.\nThis spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th level (4d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Melody of Lasting\nLevel: 3\nSchool: Enchantment (Ritual)\nClasses: Bard, Cleric\nCasting time: 1 Minute\nRange: Self (60-Foot Radius)\nDuration: Concentration, Up To 8 Hours\nComponents: V, S, M\nMaterial cost: An instrument, three other willing creatures\nDescription: You and three or more willing creatures within range begin an infectious song that compels nearby creatures to be impenetrable to anything that may wear them down. When you cast this spell, each creature of your choice within range is cured of one level of exhaustion, as well as the incapacitated, paralyzed, and stunned conditions.\nUntil the spell ends, all creatures within range are immune to the effects of exhaustion, and have doubled travelling speed. Any creature that is incapcatitated, fatigued, paralyzed, stunned, or unconscious has the effects of those conditions suppressed for the duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Memory Graft\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: needle, and 5 sp of thread\nDescription: You enchant a short 3 second memory and magically graft it onto the mind of one creature within range. If the creature passes a Wisdom saving throw, the new memory will not enter their mind.\nThe needle and thread are consumed during the casting of the spell.\nUndead and creatures immune to being charmed aren't affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mending Sinews\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: A creature of your choice that you can see within range regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. For the duration, at the start of each of the target's turns it again regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. This spell has no effect on undead or constructs. This spell ends if the target drops to 0 hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can target one additional creature with this spell, and when you cast this spell using a spell slot of 8th or higher, you may target two additional creatures with this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mental Bindings\nLevel: 1\nSchool: Enchantment\nClasses: Cleric, Druid, Paladin, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A link of chain\nDescription: A creature of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mental Shred\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\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 then your weapon cleaves into the mind of your foe to wear it down and disorient them with psionic fury. On a hit, you have advantage to hit them with your next attack. Also, if the target tries to cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check, that target will take 1d8 psychic damage.\nAt Higher Levels. At 5th level, you deal an extra 1d8 psychic damage on a hit and an extra 1d8 psychic damage when they cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mergewall\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a golden scepter worth at least 50,000 rupees\nDescription: Designate a creature in range that is within 5 feet of a flat vertical surface at least as wide and tall as the creature. The target \"merges\" into that wall, appearing on its surface as a crude painting of itself. If there are multiple suitable walls near the target, you choose which wall the target merges into. An unwilling creature is afforded a Charisma saving throw to resist this effect, preventing the effect and ending the spell on a success. If the target was affected by this spell within the past 24 hours, it automatically succeeds on this saving throw.\nWhile it is merged with the wall, the target has immunity to all damage other than psychic.\nAn unwilling target is unable to move while merged, and is effectively petrified for the spell's duration. At the end of each of its turns, it can make a new saving throw, ending the spell on a success, and unmerging from the wall.\nA willing target can move along the wall's surface by expending movement as normal, but is only able to move laterally, and only if there is a section of contiguous flat wall for it to move into. While merged, a willing creature can take the Dash action, but otherwise cannot attack, cast spells, or use any other actions. For the duration, the target can still use a bonus action on each of its turns to remove itself from the wall, or use its bonus action to merge again with any suitable wall it is touching.\nIf at any point the wall merged with the target is destroyed, this spell ends, the target unmerges with the destroyed wall, and the target takes 21 (6d6) force damage.\nIf at any point the target unmerges from a wall but there is no available open space at the point at which it unmerges, the creature takes 7 (2d6) force damage and teleports to the nearest available unoccupied space.\nAt Higher Levels. When you cast this spell using a spell slot of 8th or higher, it gains an additional benefit. If you target an unwilling creature and successfully concentrate on the spell for its entire duration, the effect becomes permanent on that creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Merrow's Song\nLevel: 2\nSchool: Abjuration\nClasses: Bard\nCasting time: 1 Action\nRange: Self (15 Ft. Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash the voice of the great singers of the ocean. Any creatures of your choice within a 15 ft. cone must attempt a Charisma saving throw. On a failure, they take 1d4 thunder damage and 1d4 psychic damage, and are stunned until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the range increases by 5 ft. for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Merruns Perfect Lock\nLevel: 7\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Permanent\nComponents: V, S\nMaterial cost: M if the first extra effect is used, then a chain of at least 20 feet\nDescription: You touch a medium or smaller object within range for the whole casting time and at the end sent it to a extradimensional space. As an action anytime later you can open a portal to that dimension and call the object out of there in a free hand or in a free space within 10 feet of you. When you touch the object you can send it back as an action You can also choose any of the following additional propaties:\n-The object is within the pocket dimension restrained by the enchanted chain. A creature other than you that tries to break this chain has to make a DC 30 strength check. When you touch it or summon it the chains move aside and the object is loose. When you return it to the dimension the chains restrain it again.\n-You give the object the properties of an Immovable Rod for everyone except you, but without a button. Only you can move it normal.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the size of the object increases by one for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mesmerize\nLevel: 2\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small glass prism\nDescription: You focus on up to three creatures in the spell's area through a small glass prism and attempt to enthrall them. Each creature must make a Wisdom saving throw. On a failure, they are charmed by you and are friendly to you and your companions. You have advantage on Charisma checks to interact with these creatures during the spell, and if you or your companions act hostile towards them, the spell ends. Creatures you are fighting when you cast the spell have advantage on the saving throw"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Message Connected\nLevel: 4\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action Per Object\nRange: From One Object To Another\nDuration: Until One Of The Objects Breaks\nComponents: V, S, M\nMaterial cost: a short piece of fine copper wire and any two small objects\nDescription: You take two objects that turn magic no bigger than your hand that allow you to send a short message of thirty words and see the perspective from the other object about 5 feet every 1 minute limited to the speech and sight capabilities of who is trying to communicate, creatures or souls hears the message if they are nearby and have an intelligence score of at least 1. If the bearer is a soul, it must have been linked to the created object in life to be able to have it in death by consuming a corresponding spell space or in some way to be linked.\nObjects allow communication at any distance and even to other planes of existence, but if the target is on a different plane than yours or is a soul, there is a 5 percent chance that the communication failed, for the other object Another creature or soul is activated, it must spend a spell space of lvl4 or higher for the first time and while these are active, none can regenerate the spell space spent, to recover it the object must be broken and thus end communication. You can have as many pairs of active items as you want to sacrifice spells."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Message to the Masses\nLevel: 3\nSchool: Enchantment\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S\nDescription: Form a sentence of 20 words or less. The sentence is beamed into the mind of every creature in range in one language they understand, so long as they know a language and have an Intelligence score of 4 or higher. You may choose any number of creatures for this spell to not affect.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 1 mile for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Metabolic Boost\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: You touch a willing or unconscious creature that is missing hit points and magically stimulate its natural healing ability. If the target has unspent hit dice, it can expend a single hit die as if it were regaining hit points, gaining a number of temporary hit points equal to the amount rolled instead. This spell has no effect on undead or constructs.\nIf the spell reaches the end of its duration while the target still has these temporary hit points, the temporary hit points vanish and the target regains an amount of hit points equal to the temporary hit points they had remaining. The spell ends early if the target loses the temporary hit points before then.\nThe amount of hit dice that the target can expend with this spell increases to up to 2 when you reach 5th level, up to 3 when you reach 11th level, and up to 4 when you reach 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Metabolic Control\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 8 Hours\nComponents: V\nDescription: Target creature has the ability to greatly control their bodies metabolism. During the duration of this spell the target may enter a state of torpor where they do not need to eat, drink, or breathe. Furthermore the target is immune to non-extreme heat and cold, and the effects of poison are delayed until no longer in this state. While in the state of torpor the creature behaves as if under three levels of exhaustion, that is their speed is halved and they have disadvantage on ability checks, saving throws, and attacks. The target may at any time spend 5 minutes to end the torpor.\nIf the target takes a long rest while this spell is active the duration of this spell is extended for the duration of the long rest.\nWhile not in a state of torpor the target may enter into an energized state for 1 minute where they ignore all effects of exhaustion, speed is increased by 50%, and have advantage to all Strength and Dexterity checks and saving throws. After which this spell ends and the target gains one level of exhaustion and is paralyzed for a minute.\nThis spell cannot be cast on a target that already has 4 or more levels of exhaustion.\nAt Higher Levels. When you cast this spell using a spell slot of 3th level or higher the duration of the spell is increased by 4 hours and the duration of the energized state increases by 1 minute for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Metal to Wood\nLevel: 7\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 300Ft\nDuration: Instantanous\nComponents: V, S, M\nMaterial cost: piece of wood and metal\nDescription: As an action, this spell allows you to convert all metal objects into wood. If any of the objects that this spell is targeting are magical, they are unaffected. If a creature is wielding or carrying an item being targeted, they make the Constitution saving throw at advantage. Any other nonmagical object made of metal within a 40ft radius is affected by this spell. Artifacts are immune to this spell.\nWeapons converted from metal to wood take a -2 penalty on attack and damage rolls. The AC of metal armor converted from metal to wood is reduced by 2. Weapons changed by this spell and break on any natural attack roll of 1 or 2 and armor changed by this spell loses an additional point of AC when struck by a critical hit. When the AC of armor is reduced to 10, it is destroyed.\nOnly a Wish or Miracle spell can undo this transformation"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Metaphysical Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: S\nDescription: You pour your own raw, destructive willpower into your weapon. As part of the action you use to cast this spell, you must attack a creature or the spell fails. your attack deals an extra 1d6 psychic damage.\nAdditionally, if the target is a living creature or undead with an Intelligence score of 7 or higher, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.\nThis spell has no effect and deals no damage if the target is a construct or an undead with an Intelligence score of 6 or lower.\nAt Higher Levels. When this spell is cast with a spell slot of 2nd level or higher, increase the damage by 1d6 for each level above 1st. For example, if cast as a 3rd level spell, this spell would deal 3d6 psychic damage. Additionally, if cast at 4th level or higher, the target creature has disadvantage on its saving throw against this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Meteoric Barrage\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tiny shard of meteorite\nDescription: You summon five meteoric embers and hurl them toward your foes. For each ember, make a ranged spell attack against a target within range. On a hit, the target takes 1d10 fire damage. A flammable object struck by this spell ignites if it isn't being worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon an additional meteoric ember for every slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Miasma of Death\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of rotting flesh that wieghs at least half a pound\nDescription: You point at a location within range and create a cloud of horrid decay which rises from the location and spreads to an area up to 50 feet. The cloud spreads around corners. When a living creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make Constitution saving throw, taking 12d12 necrotic damage on a failed save, or half as much damage on a successful one. The cloud's area is heavily obscured and is difficult terrain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Miasma of Death, Variant\nLevel: 9\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise your arms and utter a word of power that compels creatures within range to perish. A creature within range must make a Constitution saving throw or take 10d10 necrotic damage. If a creature fails the save by 10 or more and has 50 hit points or fewer, it dies. On a successful save a creature takes half as much damage. A creature reduced to 0 hit points by this spell dies regards of if they pass their save or not"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Microcosm\nLevel: 9\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 75 Feet\nDuration: Until Dispelled\nComponents: V, S\nDescription: You warp the consciousness and senses of one or more creatures, sending the victim(s) into a catatonic state. Creatures within 15 feet of a point you choose within range are affected in ascending order of their current hit points. Microcosm can affect a total of 300 hit points of creatures.\nStarting with the creature that has the lowest current hit points, the senses of each creature affected are pinched off from the real world. The victim's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\nCasting microcosm a second time on an affected creature turns its sensory pathways outward once more, and returns the creature to the real world. Otherwise, only a wish spell or divine intervention can undo the mental crosswiring done by this spell.\nUndead and creatures immune to being charmed aren't affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Midas' Touch\nLevel: 9\nSchool: Transmutation\nClasses: Wizard\nCasting time: 10 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a single tear from a celestial, consumed by the spell\nDescription: Accomplishing what alchemists have strived to reach for centuries, you have finally learned how to turn any material into gold.\nTouch one object. You turn up to 1 cubic foot of it into pure gold."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Might of Annam\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Line)\nDuration: Duration: Instantaneous\nComponents: V, S\nDescription: You briefly cause one of your limbs to swell several times its size, allowing for you to make a single, powerful strike. This strike fills a 5 ft. wide, 10 ft. long line, and forces creatures in the area must make a Strength saving throw. On a failure, they take 2d12 bludgeoning damage, and are knocked back 5 ft., while on a success they take half damage and are not moved.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12, and the line made by the strike increases by 5 ft. in length for each slot level above the 1st. Additionally, the width of the line, and the amount of feet the creature is knocked back also increases by 5 ft. for every two slots above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mika's Existential Dread\nLevel: 1\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You create a lingering sense of psychological trauma in one creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, it takes 2d4 psychic damage and becomes stunned with fear until the end of your next turn. During this time, any spells you cast that target it and have a verbal component deal an additional 2d4 psychic damage to it as you weave cynical suppositions into your incantations.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 minute. At the end of each of its turns, the target can remake the saving throw, ending the effect on itself on a success.\nIn addition, the initial and subsequent damage each increase by 1d4 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Blast\nLevel: 4\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: S\nDescription: You emit a psionic blast in a 5-foot radius around yourself. Creatures of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 8d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 and the range increases by 5 feet for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Control\nLevel: 7\nSchool: Enchantment\nClasses: Wizard\nCasting time: Instantaneous\nRange: 100 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A tiara of metal and magically infused crystals, worth at least 1000 gp\nDescription: You can try to control the mind of target within range. The target must make a Wisdom saving throw. On a failure, you take total control over the mind of your target, making him nothing more than a mindless puppet. On a success, the target resists your efforts to mind control it, and you can\u2019t attempt to do it again for 24 hours. For the duration, the target is considered stunned, only acting under your commands. You can use your action to command the the creature. The target then use its reaction to take one of the following actions: Dash, Disengage, Dodge or Help action, an Object Interaction or a single attack.\nYou can, as an action, deepen your control over the target. While doing so, you see through the target's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. While in this state, you can choose to either take an action from your's or from your target position, using any ability or trait containing in its statblock, but using your proficiency bonus. Movements, bonus actions and reactions are taken independently for you and for the mind controlled target.\nWhen controlling the mind of a creature with a different type of yours, the target can make the saving throw with advantage.\nWhen this spell finishes, you suffer one level of exhaustion, due to the tiring nature of controlling two minds at the same time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Flay\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Duration: Extent Of Shadow Form\nComponents: V\nDescription: As an action on your turn, you may channel a set of mind bending waves at your Psychic Link. Your target must make a WIS saving throw. On a fail, your Psychic Link takes 4d4 psychic damage and you are granted the opportunity to expend a spell slot of any level to impose a stack of Mental Agony. On a success, your Psychic Link takes half damage. Repeat this sequence up to a total of 3 times for every cast of Mind Flay. Each stack of Mental Agony remains on your Psychic Link for the duration of your concentration while in Shadow Form, and increases each Mind Flay damage roll by 1d4 psychic damage per stack."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Fog\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You fill a 20-foot-radius sphere centered on a point within range with a thin, otherworldly fog bank that weakens the mental resistance of those caught in it. The fog spreads around corners, and its area is lightly obscured. The fog lingers in the air for the duration.\nWhen a creature enters the fog for the first time on a turn or starts its turn there, the creature must succeed on a Intelligence saving throw or suffer disadvantage on Intelligence and Wisdom checks and Intelligence and Wisdom saving throws until it leaves the fog.\nA moderate wind (at least 10 miles per hour) disperses the fog bank after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Kill\nLevel: 6\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A drop of blood, and rubies worth at least 250 gp, which the spell consumes\nDescription: Scrambles minds.\nThe target must make an Intelligence saving throw, or take 5d12 psychic damage, and become incapacitated for the duration of the spell. Targets also become affected by confusion; re-roll if you get a 6. Up to 10 creatures may be effected at a time. Casting on an 11th target snaps the 1st target back to reality. Undead and constructs are immune to this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Pain\nLevel: 3\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an onyx worth at least 150 gp\nDescription: A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Scour\nLevel: 9\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 180 Ft.\nDuration: Instantaneous\nComponents: V, S\nDescription: One creature of your choice within range must make a Wisdom saving throw. On a failure, you enter the mind of that creature and learn everything that that creature knows. You can add, modify, or erase memories as you see fit and alter emotions, opinions, and even alignment. When you are done, you can leave the creature insane or seemingly unaffected, without any memory of the intrusion. The effects of this spell can be undone only by a wish spell or divine intervention."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Spike, Variant\nLevel: 1\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Reaction, Which You Take When A Friendly Creature Within 10 Feet Of You Is Targeted By An Attack.\nRange: 10 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to interrupt an attack by psionically piercing through the mind of the attacker.\nThe target must succeed on an Intelligence saving throw or gain disadvantage on the triggering attack and become vulnerable to psychic damage until the end of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Steal\nLevel: 9\nSchool: Abjuration (Ritual)\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 24 Hour\nComponents: V\nDescription: You take over a humanoid's mind. The creature must make a Wisdom saving throw against your spell save DC. If the humanoid fails the save, you hijack the creature's mind. They can repeat the save every time they take damage and every hour"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Switch\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.\nYou and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature.\nIf you or the target creature are targeted by dispel magic or a similar spell, the spell ends for both of you. The spell immediately ends for both you and the target creature if either of you enters an antimagic field or dead magic zone.\nWhen this spell ends, each participant's mind returns to its original body. If either body dies, the other participant also dies when this spell ends. If one participant's body becomes petrified, imprisoned by imprisonment or a similar effect, or otherwise incapacitated, the other participant will be incapacitated in that way when this spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Trauma\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A tiny skull of a beast that you must crush in order to do the spell\nDescription: While casting the spell, you crush the skull, releasing an aura of psychic trauma that affects a creature you can see within range. The target experiences vivid hallucinations, being frozen by their most horrific fears. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage and is frightened, for the duration of the spell. While frightened, the target also has its movement speed reduced to 0. On a successful save, the target takes half damage and suffer no additional effect.\nAfter the spell ends, the target vaguely remembers what traumatized them but does not recall the specific details or visuals."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Wipe\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet, Single Target\nDuration: Instantaneous\nComponents: S\nDescription: The caster wipes the target\u2019s memory of the past 10 minutes on the target's unsuccessful Wisdom save. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased. On a successful save, the target's mind is not wiped and may realize what you did if they pass an additional Wisdom save. At this point they may turn hostile.\nWhen this spell is cast at 4th level or higher the length of time forgotten increases. At level 4 the time is 1 hour. At level 5 the time is 3 hours. At level 6 the time is 1 day. At level 7 the time is 7 days. At level 8 the time is one month. At level nine the time is one year"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mindshriek\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Minute\nComponents: S\nDescription: Using diabolical eldritch powers, you reach your voice into the minds of your foes and issue forth a soul-splitting scream.\nTarget up to three creatures that you can see. Each target must make a wisdom saving throw, taking 1d8 psychic damage on a failure, or half as much damage on a success. Creatures affected by this spell must repeat the saving throw at the beginning of each of their turns, ending its effects on a success, or taking a further 1d8 psychic damage on a failure.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell deals an extra 1d8 psychic damage for each level after first"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Miniature Fabricate\nLevel: 1\nSchool: Transmutation\nClasses: Artificer\nCasting time: 1 Minute\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose raw materials you can see within range. You attempt to fabricate a tiny object given a sufficient quantity of the raw material. Using tinkerer's tools, roll as if you were going to use the tinkerer's tools for a check. You may use your spellcasting modifier instead of dexterity. Add any additional modifiers or advantages as if you were using those tinkerer's tools normally (this includes the bonus granted by armor of tools, and by tool expertise)(or advantage if you have a set of masterwork tools). If you roll a natural 1, the spell fails. If you roll higher than that, you can combine two materials to form an alloy (such as bronze from copper and tin). If the total of your roll passes a check of 10, you can create a simple part (such as a nut, bolt, or gear). If you pass a check of 15, you can create a small system, containing multiple small parts (an example of this would be a scissor jack, or something similar). If you pass a check of 20, you can create a number of small systems that would fit inside a 1 foot x 1 foot x 1 foot area (using this, you could also make a large amounts of gears or similar objects that would fit inside this area).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the area by 6 inches on each side for each level above 1."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Miniaturize\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: A handful of jeweled scarab beetles worth at least 100 gp\nDescription: Touch one creature. An unwilling one may make a Charisma saving throw to ignore the effects of this spell. Their size is reduced to Tiny, as is everything they are holding and wearing. They, and everything that shrunk with them, return to their normal size after the spell ends.\nAt Higher Levels. When cast at 4th level or higher, you can touch two additional creatures for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Animate\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 8 Hours\nComponents: V, S\nDescription: You animate up to 5 Tiny or smaller dead creatures, such as birds or rats, in a 5 foot radius around you; these creatures stay close and follow you when not given a command. You can issue one command to them as a bonus action on each of your turns. The commands you can give them are as follows:\nMove: They move up to 20 feet as a group. This can be used along side one other command. At 5th level this becomes 30 feet.\nAttack: Make a ranged spell attack against one creature within 30 feet. This deals 1d4 Necrotic damage. When you do so, you lose one of the animated creatures created by this spell; whether or not the attack landed. When you use this command you can add more objects, each adding a +1 to the damage, causing you to lose them as well. At 11th level the damage becomes 2d4.\nGlow: The tiny objects begin to swarm and start to emit dim light in a 15ft radius. At 5th level the radius is increased to 25ft.\nFlash: Cause one of the creatures to burst into light. One creature you choose must make a Constitution save or be blinded for one turn. This command destroys the undead used.\nCarry: Your animated creatures can lift or drag up to 1lb each, if they possess a flying speed they cannot fly and carry at the same time unless more than one creature is used in the carry command.\nDecay: Your animated creatures frenzy around a medium or smaller corpse causing it to rapidly decompose, doing so provides the creatures with nutrients and sustains them. They last up to an additional 3 hours and you may add your spell casting modifier to all values of the above commands (excluding this one).\nThis spell ends if you cast it again.\nAt Higher Levels. The amount of creatures that can be animated by this cantrip increases by 5 when you reach 5th, 11th, and 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Arcane Turret\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: As an action, choose one small object within range that is not being worn or carried. That object then becomes an arcane turret. You choose which type of turret is summoned when you cast this spell. As a bonus action, you can cause all turrets to activate, the effect depending on which type of turret you summon. The turret lasts for 1 minute, whenever it takes at least 10 damage in one turn, or until you dispel it as a bonus action. You can only have 1 turret active at a time. When the turret is dispelled or otherwise removed, the object returns to normal.\nForce Crossbow: A dart of magic is shot out from the turret. Choose a target within 30ft of the turret, then make a ranged spell attack originating from the turret. On a hit, the creature takes 1d4 force damage.\nSpinning Whips: A wheel of sharp whips spins around very quickly. Each creature within 5ft of the turret must succeed on a dexterity saving throw or take 1d4 slashing damage. This attack can also be activated as a reaction when a creature first moves within 5ft of the turret.\nMinelayer: A small magical mine is launched to an open area to act as a trap. Choose an unoccupied space within 15ft of the turret. Whenever a creature moves into that space, they must succeed on a dexterity saving throw or take 1d4 fire damage and have their movespeed reduced by 10ft until the end of their turn. Only 3 mines per turret can be active. All mines disappear after 1 minute.\nFloodlight: An intense flash of light fills an area. Creatures in a 15ft cone must succeed on a constitution saving throw or take 1d4 radiant damage and be blinded until the end of their turn. Creatures that don't rely on sight automatically pass the save. This attack causes bright light within the area, and dim light an additional 15ft.\nAt Higher Levels. The damage and maximum amount of turrets increase as you level up. At 5th level, the damage becomes 2d4, at 10th level you can have a maximum of 2 turrets, and at 15th level the damage becomes 3d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Blood Infusion\nLevel: 0\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a drop of your blood\nDescription: You touch a creature that is at 0 hit points and lose 1 hit point. That creature regains 1 hit point."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Blood Orb\nLevel: 0\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nMaterial cost: a drop of your own blood\nDescription: You turn your blood into an orb of necrotic energy, which you hurl against a creature within range. You lose 1 hit die and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to number rolled on the hit die + your spellcasting ability modifier, plus an additional 1d10 necrotic damage if the creature is below its maximum number of hit points.\nThis additional damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Distortion\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instant\nComponents: V, S\nDescription: As a reaction to yourself taking damage, roll 1d4. This is how much damage you can ignore from the attack, applied before resistances or vulnerabilities are calculated. This does not negate negative effects associated with the attack unless it completely ignores the damage dealt. In order to make use of this effect, you must be aware of the attack coming before it connects, be it by sight, hearing, smell, etc. This can be used as often as your Constitution modifier per long rest\nLeveling. The number of dice rolled for this spell are 2d4 at Level 5, 3d4 at Level 11, and 4d4 at Level 17."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Fabricate\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Artificer, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose raw materials that you can see within range. You can fabricate a Medium or smaller object (all contained within a 5ft cube), given a sufficient quantity of raw material. The quality of objects made by the spell is commensurate with the quality of the raw materials.\nCreatures or magic items can\u2019t be created or transmuted by this spell. You also can\u2019t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan\u2019s tools used to craft such objects."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Implosion\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: The caster touches or even grazes his target by uttering the incantation which boils down to a word. The target must succeed on a Constitution saving throw or take 1d8 force damage. Any target that cannot resist this spell (objects, unconscious creatures, etc.) take double the damage.\nAt Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Inconvenience\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast a minor spell to slightly inconvenience a single creature that you can see. When you cast this spell, one of the following happens.\nYou make the creature stumble \u2013 not enough that they trip or are slowed, but enough that others notice.\nYou make the creature accidentally bite their tongue or the inside of their cheek.\nYou make the creature temporarily forget one word and have it be on the tip of their tongue. They will remember it after one minute.\nIf the creature is eating or drinking, you make them get their food or drink on their clothes.\nYou make a small rock appear in their shoe.\nYou magically summon a harmless fly to buzz around the creature\u2019s head. No matter how hard the creature tries, it cannot kill the fly. After one minute, the fly disappears."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Inventory\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Bard, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle\nDescription: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, or sack made of any material as long as it can fit within a five foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.\nYou instantly become aware of every item and it's quantity that the container holds.\nIf there is any item you have never encountered or heard of before, you are aware of it's approximate shape and size, but not it's name or purpose.\nIf an item is valuable you don't become aware of their value by this spell.\nIf any item is magical, you don't detect any magic or magical properties the items may have by this spell.\nIf there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected (any kind of magical protection).\nYou do not become aware of the exact position of the item inside the container.\nAny knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times two."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Mark\nLevel: 4\nSchool: Evocation (Ritual)\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a fire ruby worth at least 100 gp\nDescription: You point to a creature you can see within range, mutter arcane words, and trace a certain sigil described by this spell. For the duration, the sigil is visible dimly glowing above the target, and the target gains certain benefits depending on the sigil chosen, as detailed below. When the target rolls the highest number possible on a damage die under certain conditions specified by the sigil, that die \"explodes\": the target can roll that die a second time and add either or both rolls to the damage total. The additional dice rolled can also \"explode\", but the target cannot add more than 4 dice to a single damage roll this way.\nAlchemist's Mark: This sigil consists of a rectangle filled with several small circles, resembling a bubbling container. When you choose this sigil, every time the target rolls acid or poison damage dice, those dice can explode. Additionally, the target has resistance to poison damage and cannot be poisoned.\nAngel's Mark: This sigil consists of a inverted triangle radiating six wavy lines with a smaller circle above, resembling a winged figure with a halo. When you choose this sigil, every time the target rolls radiant damage dice, those dice can explode. In addition, the target has advantage on saving throws to avoid taking radiant damage.\nSoldier's Mark: This sigil consists of a semicircle with a line through it and an inverted cruciform, resembling a bow and sword. When you choose this sigil, every time the target rolls bludgeoning, piercing, or slashing damage dice for a weapon attack, those dice can explode.\nTempest's Mark: This sigil consists of a rough ellipse over several jagged lines, resembling a storm cloud. When you choose this sigil, every time the target rolls a lightning or thunder damage die, those dice can explode. Additionally, the target has advantage on ability checks and saving throws made to swim or to avoid being moved by wind or water.\nThief's Mark: This sigil consists of an acute triangle with a line coming out of the base and a teardrop, resembling a dagger and pouch. When you choose this sigil, every time the target scores a critical hit on an attack roll, the damage dice for that attack can explode. Additionally, the target can use a bonus action to take the Dash, Disengage, or Hide action.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level, the limit on additional dice added to damage rolls increases to 7."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Polymorph\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: half of a caterpillar cocoon\nDescription: This spell transforms you into a new form.\nThe transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is 1 or less. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.\nYou assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech.\nYour gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Stasis\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: When cast, Minor Stasis causes an inanimate object, creature(a DC 11 Constitution check nullifies this spell) or collection of items weighing less than or equal to 11 lbs. in total to be frozen in time, immune to movement, aging or degeneration of any kind by an internal or external force. Targets stay frozen in time until either the spell ends or a moving object or creature touches the target. The spell fails to execute if the target exceeds the 11 lbs. maximum weight. Multiple different targets can be in stasis at the same time. Velocity from before the target was put in stasis is applied after the stasis ends.\nThe amount of time that an object or objects can be kept in stasis increases to 9 hours at 5th level, 25 hours at 11th level, and 49 hours at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Step\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You disappear in a cloud of wispy vapor and you teleport up to 5 feet to an unoccupied space that you can see."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Summoning\nLevel: 0\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of honey\nDescription: You gain the service of a summon, a spirit that takes an animal form you choose: bat, badger, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the summon has the statistics of the chosen form, though it is a fey instead of a beast.\nYour summon acts independently of you, but it always obeys your verbal commands. In combat, it rolls its own initiative and acts on its own turn. A summon can't attack, help or use an object, but it can take other actions as normal.\nWhen the summon drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nIf you are reduced to 0 hit points or you use an action to do so, you can permanently dismiss your summon.\nYou can't have more than one summon at a time. If you cast this spell while you already have a summon, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your summon transforms into the chosen creature.\n\nThe spell creates an additional summon when you reach higher levels:\nUp to two summons can be conjured at 5th level,\nthree summons at 11th level,\nfour summons at 17th level.\nYou can choose to conjured each summon separately or all at once and each summon can be a different creature when you do so"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Telekinesis\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: You exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You are able to \"hold\" up to five (5) pounds of an object, you may make a attack roll if the object you are holding is considered a weapon at a target for the weapon's damage if the target is within the range of the spell.\nYou are unable to use Minor Telekinesis on any form of ranged weapon. (Unless allowed by DM, if allowed you have to be concentrated on the spell to aim the weapon, load the ammo, etc.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Telekinetic Field\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10 Ft Sphere)\nDuration: 10 Minutes\nComponents: V, S\nDescription: For the duration of the spell you can telekinetically manipulate objects and creatures that you can see up to a total weight of 2.5 lb times your spellcasting ability score (e.g. as a Warlock with 16 Charisma that would be up to 16x2.5 = 40 lb) within a 10 feet radius sphere centered on you. The telekinetic field cannot affect objects that are worn, held or carried by a creature other than you, nor can it affect hostile or otherwise resisting creatures.\nOnce an entity is under the effect of the spell it remains under its effect until it either leaves the area of the spell or the spell ends. A creature that is under the effect of the spell and starts to resist it also immediately breaks free from the spell. Any object that becomes held by a creature other than you also immediately breaks free from the spell.\nAny entity that breaks free from the spell due to the spell ending or it leaving the area of the spell falls to the ground at a speed of 5 feet per round for one round, after which it is no longer affected by the spell.\nAny entity under the effect of the minor telekinetic field can move up to 5 feet per round but may not leave the spells area of effect.\nYou are capable of fine manipulation using this spell to some degree though exceptionally minute manipulations are beyond it.\nYou can use a Bonus Action on each of your turns to manipulate a total number of entities that you can see up to your spellcasting ability modifier plus your proficiency modifier within the area of the spell per turn. Any entities that are not currently being manipulated, or leave your field of view, remain in the position they were in when they were last manipulated at your choice of relative to the area they were in, or relative to your own position"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Transmute\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You move your hands to and from the corners of the area you wish to change that cannot exceed 2 feet in any dimension. Through your mind you see a connection to between the material in front of you and the one you wish to create. The material crackles and pops as the magic changes the makeup of this effected area into any non-magical material you wish to create. Its worth cannot exceed 100gp in worth, if it does the material turns to a black ooze and is hostile towards the caster.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you gain an extra half foot in any dimension and the worth increases by 50gp"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Ward\nLevel: 0\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: You touch a creature to minutely increase its resistance to damage.\nThe target gains 1 temporary hit point for the duration.\nIf you cast this spell multiple times, you can have up to three minor ward effects active at a time, and you can dismiss any one of them as an action.\nAt Higher Levels. The amount of temporary hit points gained upon casting the spell increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Minor Wish\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: Minor wish is the weaker spell of wish, and is basically, wish diluted a lot. It is said that minor wish was created when a wizard failed to cast wish and instead came upon the lesser version.\nThe basic use of this spell is to duplicate any other spell of 5th level or lower. You do need to meet any requirements in that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\nWhen you cast this spell, you can create one of the following effects of your choice:\nYou create one object of up to 500 gp in value that isn't a magic item. The object can be no more than 15 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\nYou and up to two other creatures you can see each regain 20 + your level hit points.\nYou and up to one other creature you can see gain resistance to a damage type of your choice for 1 minute.\nYou and up to two other creatures you can see gain immunity against a spell of 3rd level or lower for 10 minutes.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing for a drought stricken village to get rain might cause a torrential rainstorm. Similarly, wishing for the ability to fly might transform you into an aarakocra.\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After casting \"minor wish\", the caster's Strength score reduces by 2, and each time you finish a long rest, you regain one point of lost Strength. Finally, there is a 20% chance you will not be able to cast minor wish again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Miracle's Crucible\nLevel: 9\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 24 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a cauldron of pure gold worth 25,000 gp, which the spell consumes\nDescription: You touch a willing target and allow them to undergo a profound, transformative transmutation. This magic is often sought after by alchemists and scholars looking for ultimate change.\nThe target is subjected to an intense alchemical process, where all of their physical and mental characteristics are enhanced, purified and transmuted. The target's body becomes a perfected image of itself, acquiring the maximum expression of its racial characteristics. In addition, your strength, dexterity, constitution, intelligence, wisdom, and charisma attributes are each increased by 1, to a maximum of 20. This spell cannot be used on same target more than once.\nThe creature must succeed on a constitution saving throw or it will not endure the painful process, taking 10d10 + 40 psychic damage and 2 exhaustion levels.\nThe transformation achieved by the \"Miracle's Crucible\" spell is permanent, and the target becomes an enhanced creature, reaching a level of perfection impossible for an ordinary being. This powerful enhancement is accompanied by a deep sense of self-discovery and inner understanding.\nHowever, the \"Miracle's Crucible\" spell also poses a significant risk. The intensity of transmutation can be too much for some individuals, and not everyone is able to withstand the pressure of perfection. Those who cannot deal with the inner changes brought about by magic can be consumed by it, having their minds and souls fragmented in an existential crisis."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mirage\nLevel: 4\nSchool: Illusion\nClasses: Sorcerer, Bard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 6 Hours\nComponents: V, S, M\nMaterial cost: seven drops of water\nDescription: You create an elusive mirage on the horizon that beckons convincingly but never gets any closer. It occupies no more than a 45\u00b0 arc, vertically or horizontally, and always appears fuzzy and indistinct. All creatures who are capable of seeing it when you cast the spell must make a Wisdom saving throw; if they fail, they see the mirage. The creatures do not need to be facing the mirage; a creature that is facing away will still see a flicker in the corner of its eye. If the mirage depicts something very desirable, anyone failing the first saving throw must make a second one or feel compelled to head towards the vision for the duration of the spell. Creatures who are immune to being charmed cannot be affected by this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mirage of Despair\nLevel: 4\nSchool: Illusion\nClasses: Bard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 6 Hours\nComponents: V\nDescription: You affect one target in range that you can see. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell also ends early if an affected creature is subjected to the remove curse spell or similar magic"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mirror Variant\nLevel: 1\nSchool: Illusion\nClasses: Artificer, Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A handful of any glowing or colored dust\nDescription: As a bonus action, you create a perfect illusion of yourself that lasts for up to 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Missile Lore\nLevel: 1\nSchool: Divination\nClasses: Ranger\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Touch a spent missile and sense where it came from, both the precise location from where shot, and race and group of the shooter. The caster senses both the direction the shooter was moving, and also the race, sub-race, tribe, city, village, and party as applicable, but only when these have a name. So for example if the shooter was part of an unnamed band of undead, the caster can tell what kind of undead but not what band it was.\nThis spell works with any size missile from flechette or blow dart to catapult stone or storm giant stone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mist of Inhibition\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot-Radius Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of molasses\nDescription: A translucent magical fog settles around you, impeding motion. The fog does not move and lasts for the spell's duration.\nThe fog has the following effects:\nAll movement is halved in the area.\nIt reduces Wind speeds by 20 mph.\nFor ranged weapon attacks, each foot of distance through the fog counts as 4 feet.\nIt temporarily subtracts 5 from the Dexterity score of all creatures in the area, to a minimum of 10.\nWisdom (Perception) checks for sound traveling through the fog suffer a -10 penalty.\nAt Higher Levels. When you cast this spell using a spell slot of second level or higher, the radius increases by 10 feet per level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Misty Step, Variant\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, When Targeted By A Weapon Attack Or Spell Attack\nRange: Self\nDuration: Instantaneous\nComponents: None\nDescription: In response to being targeted by a weapon attack or spell attack, you disappear in a flash of silvery mist. The triggering attack automatically misses, and you teleport up to 30 feet to an unoccupied space that you can see."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mithral Form\nLevel: 4\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: mithral material that weigh as much as the target object\nDescription: What was once made of steel now becomes the metal of the elves\nTarget one object or construct made of metal that you can touch. Over the next hour, as long as the target and material components are within reach, the target turns into mithral. If the target is a object, its weight is halved and it has a slight blue glow. If the target is a construct, it is treated as if it is wearing Mithral armor.\nSpecial Use: If the target is an Iron Golem, it requires 8 tons of mithral material or 250,000 gold and it becomes a Mithral Golem after the spell is cast"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moat of Lava\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (Area Between 10 And 70 Feet From The Caster)\nDuration: Concentration, Up To 8 Hours\nComponents: V, S, M\nMaterial cost: a relic from a plane of fire or a diamond worth at least 500 gp\nDescription: You spread open your arms and cry out. Suddenly, all the floor in the area between 10 and 70 feet from you has transmuted into lava 10 feet deep. The land within ten feet of you is as an island in a lake of fire. Enemies within 10 feet of solid ground can make a Dexterity save equal to your spellcasting save modifier. On a success, they escape any effects. On a failure, they topple into the lava and take 6d6 fire damage each turn they are in the lava. Creatures not within 10 feet of solid ground automatically fail the Dexterity save unless they have a specific power that negates it, such as a legendary action. The lava does not catch worn items on fire. The lava is considered rough terrain.\nThe turn after the caster loses concentration, the lava becomes black igneous rock and acts as normal terrain. Creatures caught in the moat as they are cooling must make a Dexterity save DC 10 or take 2d6 bludgeoning damage and be thrown five feet in a random direction.\n\nAt Higher Levels. When cast at 9th level, the caster consumes the material component and summons 2d4 fire serpents*. The serpents disappear when concentration ends. The serpents share the initiative of a randomly chosen ally or enemy and act on their turn but are controlled by the caster.\nNote*: This is the Fire Serpent creature found here: Fire Serpent (5e Creature)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moist Flame\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self Or 30 Feet\nDuration: Up To 10 Minutes\nComponents: S, M\nMaterial cost: a damp washcloth, which merely becomes more damp upon casting the spell\nDescription: A dripping flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment.\nThe flame spews bright mist in a 10-foot radius and dim mist for an additional 10 feet.\nAs long as you are not in bright sunlight, The mist prevents you from seeing beyond 20 feet, and prevents any creature more than 20 feet away from you from seeing you.\nRanged attacks by you or at you beyond 20 feet are at disadvantage.\nYou can also attack with moist flame. Fortunately doing so ends the mist affect. When you cast this spell, or as an action on a later turn, you can hurl the moist flame at a creature within 30 feet of you.\nMake a ranged spell attack. On a hit, the target is drenched with glowing liquid for the remaining duration of the spell.\nFluff: this was invented by the artificier Drue NuGue.\nAt Higher Levels. When you cast this spell using a spell slot of 3nd level or higher its affects also work in sunlight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Molten Blades\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: 2 bladed weapons\nDescription: Drawing your blades against each other, you channel your inner fire to heat your weapons blades. For the duration, your weapon attacks deal an extra 1d6 fire damage. In addition, your weapons cast dim light in a radius of 15 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above first (rounded down)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Momentary Relapse\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 2 Rounds\nComponents: V, S\nDescription: You bend the magic which bolsters the strength of a creature to create the opposite effect. Choose one creature you can see within range, which must make a Constitution saving throw. On a failed save, the creature take 2d6 damage. For the duration, that creature keeps that dealt damage. At the end of the spell effect, the creature regains the damage dealt to it and gains 1d4 temporary hit points.\nThis spell\u2019s damage increases at 5th level (3d6), at 11th (4d6), and at 17th (5d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moody Blues\nLevel: 7\nSchool: Divination\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: \"Concentration, Up To 1 Hour\"\nComponents: V, S\nDescription: A figure appears before you with timer embedded into their forehead and begins replay the past. As an action, you cast this spell and think of a time, anywhere from seconds ago to years ago. A figure then appears before you that replays those events. If you cast this spell within a contained space, such as in a small room or on a small boat, the spell will affect the entire space and only be limited to moving within that space. If it is within an open space, such as a field or a large war ship, it will only be able to replay events from up to 15 feet away from you.\nThe events replayed can include 1 person and any sounds the person heard. The person that the spell's figure recreates must be someone you know the appearance of. The events that are recreated by this spell can be accelerated or paused by you as a bonus action. In addition, you are able to interact with the recreated person as though it were real, being able to feel such things as blood running down their arm or heat from a small fire on their clothes.\nHowever, while the spell is in effect, you cannot make use of the attack action or cast any other spells. The further away the event, the longer it takes until it can be replayed. Events that happened seconds to minutes ago are replayed instantly, while events that happened hours to years ago can take up to 10 minutes until they are replayed, with the exact time being decided by the DM. The time between the event in question and the present is displayed on the figure's head at all times. You may dismiss this spell as a bonus action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moonbeam Bolt\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a shard of pure moonlight. Make a ranged spell attack against the target: On a hit, it takes 1d8 radiant damage, and if it's a shapechanger, it must also make a Charisma saving throw, instantly reverting to its true form on a failed save.\nAt Higher Levels. This spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moonblast\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10-foot radius, 40-foot high cylinder of moonlight centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and 3d6 radiant damage on a failed save and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.\nIllusions cast using a lower level spell slot than this spell in the spell's area are dispelled.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cold damage or the radiant damage (your choice) increases by 1d6 for each level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moonburst\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: 150 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a moonstone worth 100gp\nDescription: A cold light flashes from your pointing finger to a point you choose within range then blossoms with a soundless radiance. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 radiant damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d6 to each damage type"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moonlight\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, M\nMaterial cost: A pinch of silver powder\nDescription: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds dim light in a 20-foot radius. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. A shapechanger that moves into the area for the first time on a turn or starts its turn there must make a Charisma saving throw, reverting to its true form on a failed save. A shapechanger can't change form again until it leaves the spell's light.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Force Missiles\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.\nEach missile hits a creature or object of your choice that you can see. a Missile deals 2d6 Force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies. Affected creatures within one or more of these blasts must make a single Dexterity Saving Throw, taking 2d6+2 Force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.\nA creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Mordenkainen's Force Missiles. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher You can create one more missile for every 2 spell levels above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Magnificent Magical Mauling\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You channel pure magical energy into your hands to causing them to glow brightly become extremely sharp.\nMake a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 slashing damage. After you make the attack, your hands continue to glow shedding bright light in a 5 feet radius and dim light for another 5 feet, giving you disadvantage on Dexterity (Stealth) checks. This effect lasts until the end of your next turn.\nThe spell\u2019s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Spirit Burst\nLevel: 9\nSchool: Illusion\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 120 Feet Of You That You Can See\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small amount of mist contained in a vial\nDescription: In response to an attack that damages you, you create a burst of arcane energy that channels the very essence of Mystra. The creature that damaged you must succeed on a Intelligence saving throw or take 10d10 force damage and 10d10 radiant damage, and become stunned for 1 minute. On a successful save, the creature takes half damage and is stunned until the end of your next turn. A creature that is stunned by this spell can make a new saving throw at the end of each of its turns. On a success, it is no longer stunned."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Morgrave's Clear Mind\nLevel: 1\nSchool: Divination\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a copper piece\nDescription: You embed a psychic mote in a creature's mind and force it to broadcast its thoughts to those nearby. A creature with immunity to psychic damage is not affected. The target must make a Wisdom saving throw or suffer the effect until the end of your next turn. On a failure, the target subconsciously advertise their next moves to all creatures within 60 feet. The target has disadvantage on all attacks against creatures that receive these telepathic warnings. In addition, when the target forces a creature within 60 feet of it to make a Dexterity saving throw, that creature has advantage on the roll. A creature need not be intelligent to receive and understand the thoughts being broadcast to it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Morifn\u2019s Deathly Wind\nLevel: 1\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Varies\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A bit of blood\nDescription: A torrent of wind, filled with a poisonous red mist and flying weapons composed of red liquid erupts from your outstretched hand in a direction you choose. When this is cast at level 1 the line is 30 feet long and 5 feet wide.\nEach creature in the line must succeed on a Dexterity saving throw or take 1d4 poison, 1d4 bludgeoning, piercing, or slashing damage, (Your choice) and 1d4 necrotic damage. They are also pushed back 15 feet and knocked prone. On a successful save they take half as much, and are not moved or knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level it can either cause creatures to take 2d4 any type of the damage types listed or have the spell push creatures back 15 additional feet on a failed save, the length of this spell also increases by 5 feet. You can continue to increase the feet pushed back by 15 or the damage by 1d4 by casting at higher levels. If you cast this at level 5 or higher on a successful save a creature is not saved from being pushed back, they are pushed back half of the amount they would be on a successful save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moth Swarm\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: Self (20 Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You extend your hand forward and a swarm of moths flies from your hand. Creatures of your choice within the cone must make a Constitution saving throw, taking 1d6 piercing damage on a failed save.\nThis spells' damage increases by 1d6 at 5th level (2d6), 11th Level (3d6), and at 17th Level (4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mourning Mist\nLevel: 5\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bone from a humanoid, pulverized into a fine powder, which is consumed upon casting\nDescription: Choose a point that you can see within 120 feet of you. A cloud of gray mist spreads outwards from that point, creating a 20-foot radius sphere which stays for the duration. All creatures in the sphere must succeed on a Constitution saving throw or take 5d6 necrotic damage become horrifically transformed. A creature that succeeds this saving throw takes half damage and isn't transformed. Any creature that moves into the cloud or starts their turn in the cloud is subjected to the same saving throw.\nA creature that is transformed has disadvantage on all Charisma checks and Constitution saving throws and takes 2d6 necrotic damage at the start of their turns. Additionally, at the end of each of the creature's turns after the round when it was transformed, it gains a level of exhaustion if it's still in the mist. A creature stays transformed until it succeeds on a Constitution saving throw at the start of its turn, but it cannot make this saving throw if it's in the mist."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moving Platform\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self (5-Foot Cube)\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a rock.\nDescription: The caster throws the rock, which extends into a platform that hovers above the ground. The platform can support up to 3 average sized humanoid creatures, and can hold limitless weight. It can hover only up to 5 feet off the ground, but can go higher if there is a wall-like surface next to it, essentially allowing the platform to scale the wall. The caster of the spell can control the platform as a bonus action on their turn, and it has a movement speed of 70 feet. The caster must be on or touching the platform at all times, or else it will shrink back into the rock used to cast the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the platform grows slightly larger. At each higher level, the platform can support 1 more humanoid creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mummify\nLevel: 4\nSchool: Necromancy (Ritual)\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: embalming oils, preservatives, resins, clean linen bandages, and miscellaneous jewelry worth at least 250 gp; which the spell consumes\nDescription: Over the course of the spell's casting, you prepare the corpse of a creature that's been dead for no more than a century by taking it through the process of mummification: Removing unnecessary organs; soaking the body in preservatives and embalming oils; wrapping it up with linen wraps and amulets intended to ward away danger; before finally adding a resin finish to keep the body properly sealed from moisture. When all is said and done, the body has now become a mummy.\nUntil the spell ends, the mummy is indefintely protected from decay, can't become undead by normal means, and has no time limit on being raised from the dead, similar to the gentle repose spell. Due to missing vital organs, the mummy can only be brought back to life by spells that can regenerate its body, such as resurrection.\n\nWhen you cast this spell, you can set certain trigger conditions that cause the mummy to animate and defend its surroundings. Typical triggers include when a hostile creature touches any item in the mummy's room, if its coffin is opened, or if a creature that meets certain physical or mental characteristics draws near. You can also set certain conditions for creatures not to activate the mummy, such as by speaking aloud a certain password.\nWhen the conditions are met, the mummy will temporarily rise as an undead creature to defend its surroundings. It will not move further than 120 feet from its place of burial. When the conditions for its animation are no longer satisfied, the mummy will set the order of its surroundings back to rights as best it can, before re-entombing itself back in its resting place.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, you may use material components with a combined gp value of 2,500 or higher. If you do, the resulting mummy will animate as a mummy lord when triggered rather than a normal mummy."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Murder of Crows\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Up To 3 Rounds Using Concentration To Maintain.\nComponents: V, S\nDescription: You reach your hand out towards your target, your skin transitions to the darkest of black. With a snap of your fingers, crows erupt forth and surround your enemies. All creatures within a 10 foot cube of your chosen point become surrounded, hindering their sight and dealing 2D6 piercing damage per round to those inside. Creatures within the area of effect make a CON saving throw, on a successful save the creature takes only half damage. While inside of the spell's cube all creatures roll ranged attacks with disadvantage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1D6 for each spell slot used above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Murder of Moths\nLevel: 9\nSchool: Necromancy\nClasses: Druid, Warlock\nCasting time: Instantaneous\nRange: Self (60Ft Cone)\nDuration: Concentration Up To A Minute\nComponents: V, S, M\nMaterial cost: a staff, wand, or ring of legendary or greater rarity\nDescription: A massive cloud of large moths spew from your hand. Upon closer inspection they appear as Deaths Head Moths, but significantly larger. After the spell is ended the moths disperse and the moths sort of wander around the room, they might die or just buzz around a torch until they fly into it.\nWhen an opponent is hit by this spell they must pass a constitution saving throw. They take 8d10 necrotic damage on a failed save, or half as much on a success. This attack hits any creature, friend or foe, who starts their turn in the cone. Creatures in the cone are considered Blinded and move at half speed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mute\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: With a single gesture and a commanding shush, you attempt to magically silence a creature you can see within range. The target must succeed on an Intelligence saving throw or become muted for the duration. While muted, a creature can move its mouth and attempt to enunciate, but cannot produce any sounds this way, spoken or otherwise. A muted creature cannot cast spells with a verbal component or communicate verbally, and any roll of 11 or higher on a Charisma check the creature makes becomes a 10.\nAt the end of every minute, an affected creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\nThe spell can also be ended by greater restoration, heal, or wish.\nAt Higher Levels. When you cast this spell with a 9th-level spell slot, the spell lasts until dispelled, without requiring your concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Myrsta\u2019s Soulfire\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: When a target within your reach provokes and opportunity attack or attacks you, you can cast this spell using your reaction. Make a melee spell attack using your spell attack modifier. On a hit, the target takes 15d10+20 fire damage and has its hit point maximum lowered by that amount for one week. On a miss, the ground is set on fire, regardless of whether it is a flammable material or not. All creatures within a 120-foot radius sphere (the edge of which begins 5 feet away from you) must suceed on a dexterity saving throw (use your spell save DC), taking 5d10 fire damage on a failed save or half as much on a sucessful one. All damage done by this spell, on a hit or miss, bypasses reisistance, immunity and the damage absorption trait. In addition, if a creature has the evasion trait, it does not apply to the damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: M\u00f9spelflame\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A comet blazing with ominous light plummets from the heavens toward a point you can see within range. Each creature within a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 force and 3d8 radiant damage on a failed save, or half as much damage on a successful one. Undead creatures make this save with disadvantage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, you may increase the force or radiant damage of this spell by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nahal's Reckless Dweomer\nLevel: 0\nSchool: Evocation\nClasses: Wizard, Sorcerer\nCasting time: 1 Bonus\nRange: Special\nDuration: Special\nComponents: V, S\nDescription: Intentionally create a wild surge, with a SLIGHT chance of casting the intended spell\n\nThis is a Wild Magic Spell, which can only be chosen or cast by a spell caster of the Wild Magic arcane tradition or sorcerer Wild Magic bloodline. \nThis spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Which... is HIGHLY unlikely, but something almost always occurs in the process.\nBefore casting the spell, the mage announces the spell effect they are trying to create. The mage must be able to cast the spell (i.e., have it in their spell book or be part of their memorized spells), be high enough to cast it, but does not have the spell slots for the spell. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.\nBecause the release of energy is planned by the mage. If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (The mage explodes); this is the risk the mage takes in casting Nahal's reckless dweomer. The higher spell slot level the spell being attempted, the more likely the resulting failure; Modify the results by reducing the resulting roll by (5 times the spell slot level used).\n\nYou should use the following Wild Surge result table.\nAt Higher Levels. When you cast this spell using a spell slot of 1 or higher when you generate a wild surge you may add (5 times the spell slot level used) to the wild surge result.\n\n\nWILD Surge Results[edit]\n\n\n% (d100)\nResult\n\n\n1\n(Failure) You explode, dealing (your level)d10 damage to every thing within 30ft of you (You immediately go to 0 HP), death saves are at disadvantage)\n\n\n2\n(Failure) You instead create an implosion around yourself. It functions like fireball except you\u2019re a target too and damage is 4d4 piercing and 4d4 slashing damage.\n\n\n3\n(Failure) You cast Fireball centered on you.\n\n\n4\n(Failure) Caster loses (their level)d4 maximum hit points until long rest\n\n\n5\n(Failure) All of your spell slots are instantly spent for the day\n\n\n6\n(Failure) Half of total party wealth vanishes for 1d12 days\n\n\n7\n(Failure) Target loses the ability to cast or even use magical items for 2d4 days)\n\n\n8\n(Success) Heat Metal is cast upon all metal objects in a 30 foot radius.\n\n\n9\n(Failure) You cast Full Polymorph on yourself and turn into a random creature (or your DMs choosing). The spell automatically remains Concentrated for the duration. It cannot be made permanent*\n\n\n10\n(Success) If your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically succeeds. Your spell\u2019s duration will be minimum\n\n\n11\n(Failure) You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\n\n\n12\n(Success) All your rolls are doubled. (no advantage possible on next roll)\n\n\n13\n(Success) Anti-Magic field centered on caster (wastes spell) for 1 round; dispels all magic centered on caster, including own spells\n\n\n14\n(Failure) You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.\n\n\n15\n(Failure) Your spell fails, but the spell slot is not expended (if this applies); if it does not save vs your own DC or become blinded and Deafened lasting until they successfully save at the beginning of each of their turns.\n\n\n16\n(Failure) Create a portal originating on the caster to the target area. Caster Switches places with target. and move 1 foot from the portal upon completing the spell.\n\n\n17\n(Failure) Everyone in 30 ft hit with Inflict Wounds of the same spell slot level as the intended spell instead*\n\n\n18\n(Failure) Caster held (as if failing against Hold Person spell), no spell is cast\n\n\n19\n(Failure) You become allergic to magic items until dispel magic or lesser restore is cast upon you. Every time you have a magic item on you, you itch everywhere and sneeze a lot. (Concentration every time you cast a spell or lose spell.)\n\n\n20\n(Failure) For the next minute, caster MUST move their maximum allowable walking distance away from their current position EACH TURN. If they would hit a wall, they take 1d6 bludgeoning damage and stop. DC 10 Dex save to not fall prone. The path must be as straight as is possible (They cannot move back and forth between two squares).\n\n\n21\n(Success) Target's clothes itch (-4 to initiative)\n\n\n22\n(Failure) You are encumbered. You can only move half of your total speed for 1 minute.\n\n\n23\n(Failure) You panic and try to flee! You must run away from your target\n\n\n24\n(Failure) You are enraged! The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.\n\n\n25\n(Failure) The caster\u2019s biological sex is changed\n\n\n26\n(Failure) You are the target of a Charm Person spell. Failure = charmed by enemy creature.\n\n\n27\n(Success) A flame emerges and returns the area in a 20 foot radius to nature. (Vegetation grows exponentially to 10x normal size)\n\n\n28\n(Failure) Caster smells like a skunk for 1d4 days. Disadvantage to Charisma rolls. Characters with a Con of < 12 must flee if within 3 feet of caster.\n\n\n29\n(Failure) You have become mute for the next minute.\n\n\n30\n(Failure) You feel horribly dizzy; must roll concentrate to cast spells; roll Dexterity saving throw or fall prone. Lasts 2 rounds.\n\n\n31\n(Failure) Instead of words, colorful bubbles come out of your mouth when you try to speak for 1 round\n\n\n32\n(Failure) Your hair falls out (But regrows after the next long rest)\n\n\n33\n(Failure) Roll a d10 your age changes (even increases, odd decreases)\n\n\n34\n(Failure) Roll a d10 Your height changes by a number of inches equal to the roll (Even you grow, odd you shrink)\n\n\n35\n(Failure) A bright light flashes. (wisdom save or become blinded for 1d6 turns.)\n\n\n36\n(Failure) Original spell targets ally of the DM\u2019s choosing\n\n\n37\n(Success) Spell target changes biological sex.\n\n\n38\n(Success) Target must save or become petrified\n\n\n39\n(Success) You suffer the same effect as your target.\n\n\n40\n(Failure) You cast Detect Thoughts on the target you chose. If you didn\u2019t target a creature, you instead take 1d6 psychic damage\n\n\n41\n(Failure) For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.\n\n\n42\n(Success) You additionally cast Goodberry.\n\n\n43\n(Failure) Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute\n\n\n44\n(Failure) A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes\n\n\n45\n(Failure) Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.\n\n\n46\n(Failure) An animal appears in the unoccupied space nearest the target at the start of each of their rounds. The animal isn\u2019t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01\u201325, a rhinoceros appears; on a 26\u201350, an elephant appears; and on a 51\u2013100, a rat appears\n\n\n47\n(Failure) Your spell turns into a burst of flowers. This does nothing.\n\n\n48\n(Failure) A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n\n49\n(Failure) Hold Person cast on everyone in 60 ft radius.\n\n\n50\n(Failure) You sound off a magical alarm, can be heard clearly for 60 ft., heard faintly another 60 ft.\n\n\n51\n(Success) You are immune to all poisons for 5d6 days.\n\n\n52\n(Failure) Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.\n\n\n53\n(Success) Caster's limbs are invisible. Objects held turn invisible. First attack each round has advantage.\n\n\n54\n(Success) All cloth on target crumbles to dust\n\n\n55\n(Success) All doors, windows, chests, and anything locked within 60 ft. of you instantly unlocks\n\n\n56\n(Success) The target\u2019s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.\n\n\n57\n(Failure) Everyone randomly switches places with each other\n\n\n58\n(Failure) Sparkling motes dance about the caster's head until dawn\n\n\n59\n(Failure) The caster glows with a bright light (Creatures ending their turn within 5ft of you is blinded until the end of its next turn.\n\n\n60\n(Success) You feel energetic and antsy (+4 to initiative)\n\n\n61\n(Success) You grow an eye in the middle of your forehead. For the next minute you can see as if with True Seeing, but Charisma skills are disadvantages.\n\n\n62\n(Failure) You shrink 1 size for 1 minute.\n\n\n63\n(Failure) A Modron chosen and controlled by the DM appears in an unoccupied space.\n\n\n64\n(Failure) You grow 1 size for 1 minute.\n\n\n65\n(Success) 5d20 gold pieces materialize on your person\n\n\n66\n(Failure) Random item/treasure created on target's person.\n\n\n67\n(Success) A stream of 1d4 \u00d7 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.\n\n\n68\n(Success) You cast Bless on yourself instead (no concentration; lasts 1 minute).\n\n\n69\n(Success) You cast Sanctuary on yourself without spending a spell slot (last 1 minute).\n\n\n70\n(Success) The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.\n\n\n71\n(Failure) Target gains the benefits of Mirror Image.\n\n\n72\n(Failure) You teleport to random place up to 60 ft away from your current position.\n\n\n73\n(Success) Target becomes prone. If there is not a target, the caster is immediately prone.\n\n\n74\n(Success) Target becomes encumbered for 1 minute. Its movement is cut in half.\n\n\n75\n(Failure) You create a temporary double of target instead; lasts until next round. Double will follow and mimic same action. (if no target, you are the target).\n\n\n76\n(Failure) You instead cast Sleep, centered on you.\n\n\n77\n(Success) A small black rain cloud forms over the target for 10 minute {Recharge 1,2} a bolt of lightning strikes 2d4 Lightning damage.\n\n\n78\n(Success) Target must make a Wisdom save or fall madly in love with the caster. Creatures get a new save every minute.\n\n\n79\n(Failure) All creatures with 30ft of caster make a Constitution Save or start to hiccup for 1 hour.\n\n\n80\n(Failure) Each creature with 30 ft of you takes 1d6 necrotic damage. You regain HP equal to the sum of necrotic damage dealt\n\n\n81\n(Success) Everyone in 30 ft hit with Cure Wounds spell of the same slot.\n\n\n82\n(Success) 1d4 local guardsmen emerge from nowhere and fight by your side for up to 5 turns.\n\n\n83\n(Failure) Caster is transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest adjacent one.\n\n\n84\n(Success) Your AC goes up by 4 for 1 minute, and become immune to Magic Missile.\n\n\n85\n(Success) Your maximum HP goes up by 2d10 for 1 minute.\n\n\n86\n(Success) All non-magical plant life within 10 feet withers. You regain one level 1d4 spell slots.\n\n\n87\n(Success) Your maximum HP goes up by 1d10 for 1 minute.\n\n\n88\n(Success) You cast True Polymorph on yourself and turn into a creature of your choosing. The spell automatically acts as Concentrated. You keep this form until someone dispels its magic. You gain the form\u2019s stats and abilities. The magic will be dispelled emmidiately after a long rest.\n\n\n89\n(Failure) You Polymorph randomly at the end of each round for 1 minute.\n\n\n90\n(Failure) A random creature within 60 feet of you becomes poisoned for d4 hours.\n\n\n91\n(Success) A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.\n\n\n92\n(Failure) All magic weapons within 60 feet of the caster disappear for 1d4 rounds\n\n\n93\n(Success) You regain your caster level of spell slots.\n\n\n94\n(Success) All allies in 20ft radius of you is Hasted for 1 minue.\n\n\n95\n(Success) If you die within the next minute, you immediately come back to life as if by Reincarnate spell\n\n\n96\n(Failure) All creatures within 60\u2019 Alter Self and appear as the caster.\n\n\n97\n(Failure) Stack of books appear, throughout 30 ft radius to the target (or caster if no target is present) they open and begin to read themselves out loud, and loudly - verbal communication impossible (Treat as if deafened condition) and the area is considered difficult terrain where the books are. This lasts 1 minute. At the end of which a book remains offering this service again for a monthly payment of 2 silver pieces.\n\n\n98\n(Success) The spell effect does go off, but if your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically fails. Your spell\u2019s duration will be minimum.\n\n\n99\n(Success) Your spell effect is normal. You feel rejuvinated. (Caster is considered to have finished a long rest)\n\n\n100\n(Success) Your spell creates the desired effect; and Choose one - Ythe spell slot is not expended (if this applies); target automatically fails; Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled; pell\u2019s duration will be maximum without concentration.\n\n\n101\n(Success) Your spell goes off as normal, but the spell slot is not expended (if this applies).\n\n\n102\n(Success) Spell Effect goes off as normal. Additionally time is stopped for a brief period of time, this allows the caster to perform 4 non-magical actions. Collapse after the last action and take 2 turns to rest immediatly after the fourth action.\n\n\n103\n(Success) Spell Effect goes off as normal. If the original spell has a saving throw, target automatically fails.\n\n\n104\n(Success) Spell Effect goes off as normal. Your spell\u2019s duration will be maximum (does not require concentration).\n\n\n105\n(Success) Your spell goes off as normal. If your spell does damage, it will do the maximum. If it does not, the next damage spell you cast does maxium damage.\n\n\n106\n(Success) You spell goes off as normal, and you gain 1 Temporary HP for each damage dealt.\n\n\n107\n(Success) Arcane Echos: The spell goes off as normal. Then goes again the next round in the same area or against the same targets again and continues this way for a number of turns equal to the spell's slot level.\n\n\n108\n(Success) The spell goes off as normal, and a charged item on, or within 30ft of you regains d4 charges, or if not item exists a random mundane item becomes magical (The GM may determine what benefit a +1 Messkit provides (if any)\n\n\n109\n(Success) Spell Effect goes off as normal. Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled.\n\n\n110\n(Success) Spell Effect goes off as normal. Your spell\u2019s duration, damage etc will be maxed out without use of the spell slot.\n\n\n111+\n(Success) Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%, spell slot is not used"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nature's Ward\nLevel: 0\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Round\nComponents: V, S\nDescription: You imbue a creature with protection against natural forces.\nUntil the end of your next turn, the willing target you touch has resistance to cold, fire, and lightning damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nauseate\nLevel: 1\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a piece of dung, decayed flesh, or some other disgusting item\nDescription: You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomachache. They must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, a creature also has disadvantage on saving throws and attack rolls against the creature have advantage. An affected creature can repeat the save at the end of each of its turns and each time it takes damage (without the disadvantage), ending the effect on itself on a success.\nCreatures that do not need to eat or that do not have a functioning biological stomach are immune to this effect.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necro Blast\nLevel: 0\nSchool: Necromancy\nClasses: Shadowcaster, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A beam of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. This spell deals an additional 1d4 necrotic damage if the target has any temporary hit points.\nThis spell's damage increases by one die when you reach 5th level (2d8 or 2d4), 11th level (3d8 or 3d4), and 17th level (4d8 or 4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necromancer's Enervation\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You release a black ray of crackling negative energy from your pointed finger that suppresses the life force of any creature it strikes. Make a ranged spell attack against a creature within range. On a hit, the target takes 8d8 necrotic damage, and its maximum hit points are reduced by an amount equal to the necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature that has its maximum hit points reduced to 0 by this spell dies. A humanoid slain by this spell rises as a zombie under your control at the start of its next turn. If the target has the Spellcasting feature, it loses its highest-level spell slot remaining, to a maximum of 4th level.\nThis spell has no effect on constructs or undead.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th, and the maximum spell slot level a target can lose from this spell increases to the level of the spell slot used to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necromancer's Mask\nLevel: 5\nSchool: Necromancy (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a mask made of a solid, flammable material\nDescription: The wizard seemed defeated, even though the city guard had taken heavy losses as well. The few brave souls slowly approached him, weapons held high, when he reached into his robe and pulled out a wooden mask. Black flames engulfed his head as his evil laughter shattered the silence of the battlefield and the corpses of the fallen stirred once again, hungering for living flesh.\nYou put on the mask which bursts into black flames, draining away a part of your soul and causing you 1d6 necrotic damage. This damage cannot be reduced in any way. Any undead whose challenge rating is equal to or less than your caster level that meets your gaze must make a Cha saving throw. If the creature fails its saving throw, you gain control over it permanently. On a success, it is stunned for a round and does not have to repeat the saving throw for the next 24 hours. If you cast your gaze at a pile of bones or a corpse, you can choose to make a DC 18 Wis saving throw. On a success, you take 1d6 necrotic damage and the bones or corpse become a skeleton or zombie, respectively, under your control for the duration of the spell. On a failure, you take 1d12 necrotic damage, are blinded for an equal number of rounds, and the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necromantic Summons\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a corpse, one clay pot filled with grave dirt, and an assortment of black onyx stones costing 300 gp (recommended 25)\nDescription: Roll percentile dice. Then consult the table below. This spell creates a certain amount of corpses, as noted in the table (e.g. 2d8+9 if you got 1-16 on the percentile dice) then animates them as a certain creature, also noted in the table (e.g. zombies if you got 1-16 on the percentile dice). As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\n\n1d100\nResult\n\n\n01-16\n2d8+9 Zombies\n\n\n17-24\n1d4-2(minimum of 1) Wraiths\n\n\n25-28\n1d4+2 Will-o'-Wisps\n\n\n29-36\n1d3-1(minimum of 1) Wights\n\n\n37-41\n3d4+3 Warhorse Skeletons\n\n\n42-43\n1d4-2(minimum of 1) Vampire Spawns\n\n\n44-45\n1d6+4 Specters\n\n\n46-60\n2d8+9 Skeletons\n\n\n61-62\n3d4+3 Shadows\n\n\n63-70\n1d4+2 Ogre Zombies\n\n\n71-76\n1d3-1(minimum of 1) Mummies\n\n\n77-85\n1d4+2 Minotaur Skeletons\n\n\n86-93\n1d6+4 Ghouls\n\n\n94-97\n1d6-1 Ghosts\n\n\n98-99\n1d4+2 Ghasts\n\n\n100\n1d4-1 (minimum 1) lich or vampir"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necropolis\nLevel: 9\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 48 Hours, During Which Time You Can Not Stop To Sleep Or Eat.\nRange: Self (2 Miles)\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: powdered lich bone, onyx dust worth at least 50,000 gp, and a black sapphire worth at least 10,000 gp\nDescription: When you cast this spell, all creatures within the spell's area must make a Constitution saving throw or take 4d6 necrotic damage. Within the spell area, all corpses are raised as uncontrolled skeletons or zombies (depending on the state of decay) after at least a minute has passed since death. Creatures that have more than 10 hit dice are instead raised as wights. You immediately die on completion of the spell, to be raised as a lich with the sapphire used for casting as your phylactery."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrosh\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You infuse a weapon or object with an unholy touch, temporarily increasing its offensive power with dark energy.\nFor the spell's duration, the object touched gains the following benefits:\nBonus Damage: When the object deals damage with a successful attack, it deals bonus necrotic damage equal to your spellcasting modifier. This damage is added to the attack's normal damage.\nLife Drain: If the successful attack reduces an enemy to 0 hit points, you regain hit points equal to the additional damage dealt by Necrosh.\nAt Higher Levels. If the spell is cast using a spell slot of 3rd level or higher, the additional damage increases by 1d8."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrostrike\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: You fill the weapon used in casting with necrotic power. The next time you make an attack with this weapon in the duration of this spell, their hitpoint maximum is reduced by the damage you dealt with the attack. The hitpoint maximum reduction is undone upon finishing a long rest.\nAt Higher Levels. When cast at 2nd level or higher, your first hit deals an extra 1d8 necrotic damage for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Boom\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction, When You Take Damage From A Creature You Can See\nRange: Self (60-Foot Sphere)\nDuration: Instantaneous\nComponents: V\nDescription: You capture the energy that harmed you, you transform that into necrotic energy, and use it to unleash a deafening screech. Each creature of your choice within range must make a Dexterity saving throw, taking half damage on a success. A creature that fails its saving throw takes 6d12 necrotic damage, and for the next minute has disadvantage on Strength checks and take 1d4 necrotic damage at the start of each of its turns."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Breath\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5-Foot Sphere Around The Caster\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a piece of rotting meat or flesh\nDescription: You consume a chunk of rotting meat causing you to exhale a deadly black mist of negative energy causing a creature you see within range to inhale it forcing them to make a Constitution saving throw dealing 4d10 necrotic damage on a failing roll or half as much on a success. If the spell kills the target and they failed their con saving throw you can choose to raise them as a skeleton or zombie under your control otherwise their body but not their possessions crumble to dust.\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage.\nIf you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw, it simply withers and dies.\nIf you target an undead it heals them 4d10 hp.\nIf you target a creature that can not or does not need to breathe they automatically succeed on their Constitution saving throw and they take no damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you add 1d10 of necrotic damage and you may choose 1 additional creature to affect for every spell slot above 4th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Glare\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You create a small beam of necrotic energy. Make a ranged spell attack against the target. On a hit the target takes 1d8 necrotic damage.\nThis 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: Necrotic Overchannel\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small flower, which shrivels and dies when the spell is cast\nDescription: You channel massive amounts of necrotic energy, which overflows into others. Whenever you hit with an attack of any kind, you deal 1d6 extra necrotic damage.\nAdditionally, when you reduce a creature to 0 hitpoints with an attack, every creature within 10 feet of them must make a Dexterity saving throw or take 3d6 bludgeoning damage, as their body explodes, and is destroyed. Only divine intervention, the wish spell, or similar effects can revive someone who died in this way.\nAt Higher Levels. When cast at 5th level or higher, the bonus damage and damage dealt on a failed save both increase by 1d6 for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Overlay\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Up To 1 Minute\nComponents: V, M\nMaterial cost: a drop of blood\nDescription: You overlay your magic or your weapon with necrotic power. If you overlay your spell with necrotic power you will change the damage type of the spell to necrotic damage. If you overlay a weapon you replace your melee attack with a melee spell attack. You may add your spell-casting ability modifier to the damage with that weapon. The damage type is converted to necrotic.\nFor example if you are a sorcerer and you have 16 charisma and you overlay a melee weapon with necrotic overlay, let's say a quarterstaff. The stats of the quarterstaff will be +5 to hit (Charisma + proficiency bonus) Damage: 1d6 (1d8 Versatile) Bludgeoning damage +3 Necrotic damage ( charisma)\nThe weapon or the spell changes when you overlay it, becoming smoky and greenish. The weapon will look like a sickle, for example, a quarterstaff will look like a scythe for the duration of the spell.\nThe weapon is now consider a magical weapon"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Overlay, Variant\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Up To 1 Minute\nComponents: V, M\nMaterial cost: a drop of blood\nDescription: You overlay your magic or your weapon with necrotic power. If you overlay your spell with necrotic power you will change the damage type of the spell to necrotic damage. If you overlay a weapon you may replace your melee attack with a melee spell attack. You may add your spell-casting ability modifier to the damage with that weapon. The damage type is converted to necrotic.\nFor example if you are a sorcerer and you have 16 charisma and 14 dexterity and you overlay a melee weapon with necrotic overlay, let's say a quarterstaff. The stats of the quarterstaff will be +5 to hit (Charisma + proficiency bonus) Damage: 1d6 (1d8 Versatile) +2 Bludgeoning damage +3 Necrotic damage ( charisma)\nThe weapon or the spell changes when you overlay it, giving it a smoky and greenish aura.\nThe damage of the melee attack or spell increases by +1 when you reach 5th level (+1), 11th level (+2), and 17th level (+3). Any additional damage dice can be split as you desire among slashing or necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Reconstruction\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: A diamond worth at least 50 gp, which turns into coal when the spell is cast\nDescription: You strike forward, attempting to break the target's skin with the diamond. Choose one non-construct or undead within range, and make a touch spell attack against them. On a hit, they take 4d8 necrotic damage. On a hit, if the target dies within the duration of the spell, they are immediately resurrected as an undead. They are charmed by you, and when the spell ends, the body immediately disintegrates.\nThe target's hitpoints become 8d8, their Intelligence, Wisdom, and Charisma become 3, and they lose all of their features, but otherwise they are unchanged.\nAt Higher Levels. When cast at 5th level or higher, the target's hitpoints when revived are increased by 1d8 for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Necrotic Sickles\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: V, M\nMaterial cost: any weapon\nDescription: While you have your weapon in your grasp, you can imbue it with the power of lower realms giving of a sickening glow. The first time you hit with this weapon during this spell\u2019s duration, the attack deals an extra 1d4 necrotic damage to the target. The spell\u2019s 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: Needle Hex\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pincushion or doll filled with several needles\nDescription: You create spectral needles in the air around a creature you can see within range, which prick at it as it moves. For the duration, you can use a reaction to force the target to make a Dexterity saving throw the first time it moves or makes an attack on each of its turns. On a failed save, the target takes 3d4 piercing damage.\nif the target tries to cast a spell, it must first succeed on a Constitution saving throw or the casting fails and the spell is wasted, and this spell ends.\nAt Higher Levels. When cast at 3rd level or higher, the damage increases by 1d4 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Net of Shadows\nLevel: 1\nSchool: Illusion\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.\nA target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nexus Weapon\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You imbue a weapon you touch with psychic power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d6 psychic damage on a hit. If the weapon isn\u2019t already a magic weapon, it becomes one for the duration. Once per turn, when you hit a creature with an attack using the weapon, you can attempt to stagger the creature. When you do so, the creature must succeed on a Wisdom saving throw, or it can't take reactions or bonus actions until the end of its next turn.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of disruptive energy. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage, and it\nis discombobulated for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. On a successful save, a creature takes half as much damage and isn\u2019t discombobulated. At the end of each of its turns, a discombobulated creature can make a Wisdom saving throw, ending the effect on itself on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Niflbolt\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A ray of glowing blue ice shoots from your palm at a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 4d8 cold damage, and must succeed on a Wisdom saving throw or become shrouded in an ethereal mist for the duration. This mist renders anything beyond a range of 10 feet heavily obscured for the target, but appears faint to other creatures and doesn't impair their vision. At the start of each of its turns, the target can make another Wisdom saving throw. On a success, the spell is suppressed until the start of its next turn.\nAt 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: Night Guardians\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (20-Foot Radius)\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: You call forth dream creatures to protect you.\nThey flit around you to a distance of 20 feet for the duration. This spell may only be cast at night or under the night sky. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature\u2019s speed is halved in the area and it can no longer take reactions, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes either 3d8 psychic or 3d8 cold damage (your choice, made when the spell is cast). On a successful save, the creature takes half damage.\nAt 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: Nightly Terrors\nLevel: 0\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: M\nMaterial cost: a pinch of black salt\nDescription: Conjure a pair of formless, black entities next to you from the realm of nightmares that only you can initially see. As a bonus action, you can mentally choose a target within 30 feet of you for the entities to affect. Once chosen, the target can now see the entities and must make a Wisdom or Intelligence saving throw, your choice. On a failed save, the entities circle the target and form into the target's worst fears, dealing 2d4 psychic damage to the target. On a successful save, the target can no longer see the entities.\nThis spell's damage increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nightmare\nLevel: 5\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: Unlimited\nDuration: Instantaneous\nComponents: V, S\nDescription: You send a hideous and unsettling phantasmal vision to a specific creature of your choice that is on the same plane of existence as you. The target must make a Wisdom saving throw, modified by how well you know the target, to resist the vision. On a failed save they suffer through the vision; on a successful save they do not dream that night and otherwise rest as normal.\n\n\nKnowledge\nSave Modifier\n\n\nSecondhand (you have heard of the target)\n+5\n\n\nFirsthand (you have met the target)\n+0\n\n\nFamiliar (you know the target well)\n\u22125\n\n\nConnection\nSave Modifier\n\n\nLikeness or picture\n\u22122\n\n\nPossession or garment\n\u22124\n\n\nBody part, lock of hair, bit of nail, or the like\n\u221210\nThe vision prevents restful sleep. It causes 1d10 psychic damage, increases the target's exhaustion by one level, and makes them unable to regain arcane spells for the next 24 hours. Each consecutive night of visions increases the target's exhaustion by one additional level; two nights of consecutive visions increases exhaustion to level 2, three nights of visions increases exhaustion to level 3, and so on.\nA dispel evil and good spell cast on the target while you are casting the spell dispels the visions and causes you to be stunned for (10 * caster's level or caster's Challenge Rating) minutes. For instance, if the dispel evil and good spell is cast by a 4th level caster, you are stunned for 40 minutes. If the caster has both a level and challenge rating, use whichever's lower.\nIf the target is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the target goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.\nIf you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance (you always fail any saving throw, for example).\nCreatures who don't sleep or dream, such as elves, are immune to this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nightmare Hex\nLevel: 4\nSchool: Enchantment\nClasses: Warlock\nCasting time: 1 Action\nRange: Sight\nDuration: Special: Concentration\nComponents: V\nDescription: You look at a target and speak a command word, Cursing it. While the target is cursed.[edit]\nChoose one ability when you cast the spell. The target has disadvantage on ability checks and saving throws made with that ability.\nYour attacks and spells deal an extra 2d8 necrotic damage.\nAll allied PC's attacks and spells deal an extra 2d6 necrotic damage.\nWhen casting as a 5th or higher level spell you can choose an additional creature to apply the hex to and choose one of the following effects to apply to the targets.[edit]\nThe target has disadvantage on attack rolls.\nThe target cannot Crit against you or an ally you specify.\nThe 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.\nThe target becomes frightened of you for 1 minute, even if the target is immune to being frightened.\nThe creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect you from area of effect spells, such as the explosion of a fireball.\nThe spell ends if the user loses concentration, dies or goes unconscious, or a Remove Curse is applied to the target.\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature without expending a spell slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nightscar\nLevel: 3\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Week\nComponents: V, S, M\nMaterial cost: a bolt of black cloth\nDescription: You place a magical mark on a creature which can only be seen by you, that creature, and up to seven other creatures of your choice you when you cast the spell. It can also be seen by a creature with truesight. The mark remains on the target and visible to those who can see it no matter what efforts are made by that creature to hide the mark, including attempting to mask it with clothing, illusions, or by altering its form. The spell ends early if the creature dies or is subjected to the remove curse spell or similar magic"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nightwalk\nLevel: 1\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You are briefly shrouded by a silver and red mist, and teleport onto a creature up to 30 feet away. They take 1d4 necrotic damage, and you regain hp equal to the damage dealt. The creature is then displaced to your original location.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st, and the range increases by 10 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nilin's Bolt\nLevel: 1\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Round\nComponents: S\nDescription: You launch a bolt of energy towards a creature, temporarily remixing it's memories, confusing it.\nMake a spell attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Non-Destructive Scan\nLevel: 0\nSchool: Divination\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: Target a tall environmental object or wall. When doing so, all creatures that are living and have a pulse within a 30 ft cone behind the wall are revealed to you for the duration.\nThe target creatures are revealed in the form of small electric signals that glow blue to the caster; and the caster cannot tell the size of the creature or any other features without visual information.\nThis spell\u2019s range increases when you reach 5th level (45 ft), 11th level (60 ft), and 17th level (80 ft)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Noro's Siphon Scythe\nLevel: 5\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 10 Minute,\nComponents: V, S, M\nMaterial cost: A drop of the caster's blood\nDescription: You create a specter-like facsimile of yourself, which uses the statblock below. The specter is completely loyal to you, and cannot be turned. When the spell ends, the specter dies, without leaving a trace. The reverse applies too.\nIf the specter ever leaves the range of the spell, it is immediately pulled to the closest space inside of the spell's range.\n\n\n\nMedium undead, any alignment\n\n\nArmor Class 17 \nHit Points 45 \nSpeed 0 ft., 40 ft.(flying)\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n5 (-3)\n\n16 (+3)\n\n5 (-3)\n\n16 (+3)\n\n12 (+1)\n\n10 (+0)\n\n\nDamage Immunities bludgeoning, piercing, and slashing damage from nonsilvered attacks\nSenses passive Perception 11\n\nLanguages \u2014\n\n\nACTIONS\nScythe. Melee Weapon Attack, your spell attack modifier to hit, reach 5 ft. Hit: 8 (2d8) necrotic damage. You regain hitpoints equal to the damage dealt, and the target cannot regain these lost hitpoints until they take a long rest.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by it's scythe attacks deal 1d8 extra damage for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Notes of lesser death\nLevel: 1\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: Self (15 Ft Cone)\nDuration: Concentration, Up To 10 Minutes.\nComponents: V, S, M\nMaterial cost: A musical instrument worth at least 1 gp\nDescription: You go crazy on your musical item and lose your self-control, leaving space for a death-like spirit to invade your body. The death-spirit blows every creature to a space of the caster\u2019s choice outside the cone (unless no other space is available. Two creatures cannot share the same space). All affected creatures must attempt a Constitution saving throw. On a failure, they take 2d6 necrotic damage. On a success, they take no damage. The caster can only move the cone 90 degrees as their entire turn for this spell\u2019s duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spell ends 1 mins sooner per level. When you cast this spell using a spell slot of 4th level or higher, you can also move them to a directly dangerous area. The spell also does 2d6 more necrotic damage now and 2d6 more for each level above 4th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Noxious Blast\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Cone Or 20-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of poison worth at least 50 gp\nDescription: A torrent of toxic gas releases from your outstretched fingers. Each creature in a 40-foot cone or 20-foot radius (your choice when you cast this spell) originating from you must succeed on a Constitution saving throw. On a failed save, a target takes 3d8 poison damage and becomes poisoned for 1 minute. On a success, a creature takes only half as much damage and isn't poisoned. The gas spreads around corners.\nWhile poisoned by this spell, the creature takes 1d8 poison damage at the end of each of its turns and then repeats the saving throw, ending the condition on itself on a success.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.\nThe default 3rd-level Power Point allocation of this spell is Size 2 (\ud83d\udd17), Initial Poison Damage 2 (\ud83d\udd17), Recurring Poison Damage 1, Casting Time 0, Agents 0.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n-1\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nSize \ud83d\udd17\n10 ft. cone/5 ft. radius\n20 ft. cone/10 ft. radius\n30 ft. cone/15 ft. radius\n40 ft. cone/20 ft. radius\n50 ft. cone/25 ft. radius\n60 ft. cone/30 ft. radius\n40 ft. cube/35 ft. radius\n70 ft. cone/35 ft. radius\n80 ft. cone/40 ft. radius\n90 ft. cone/45 ft. radius\n100 ft. cone/50 ft. radius\n\n\nInitial Poison Damage \ud83d\udd17\n0\n1d8\n2d8\n3d8\n4d8\n5d8\n6d8\n7d8\n8d8\n9d8\n10d8\n\n\nRecurring Poison Damage \ud83d\udd17\n\u2014\n0\n1d8\n\u2014\n2d8\n\u2014\n3d8\n\u2014\n4d8\n\u2014\n5d8\n\n\nCasting Time\n2 actions\n1 action\n\u2014\n1 bonus action\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nAgents\n\u2014\n\u2014\n\u2014\n1\n\u2014\n2\n\u2014\n\u2014\n3\n\u2014\n\u2014\nAgents. By allocating power points into this attribute, you can add additional effects to the gas created by this spell. Choose from the following options below:\nBlinding. Creatures are blinded while poisoned by the gas. The gas affects creatures even if they hold their breath or do not need to breathe.\nChoking. While poisoned by the gas, creatures must spend an action on each of their turns coughing and hacking violently. They are unable to communicate clearly, hold their breath, or cast spells with verbal components.\nLingering. The gas persists in the area you cast it, lingering in the air for 1 minute. Creatures (including you) that enter the area of the gas for the first time on a turn or start their turn there must make the Constitution saving throw to avoid being poisoned. Creatures in the area of the gas that repeat the saving throw do so with disadvantage. A strong wind can disperse the poison gas.\nSapping. Creatures poisoned by the gas deal only half damage with weapon attacks that use Strength and have disadvantage on Strength and Dexterity saving throws.\nSleeper. The poison causes creatures to drift in and out of consciousness. Every time a creature fails its saving throw against the poison by 5 or more, it falls unconscious until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nuclear Missile\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Min, Concentration\nComponents: S, M\nMaterial cost: glass shard, pinch of sulfur\nDescription: When you cast this spell, 4 glowing motes of energy coalesce, floating around you. For the duration, 1 mote is summoned at the start of your turn on every round. As a bonus action on your turn, you may release as many of these motes as you want, targeting one enemy within range. Each mote deals 1d4+1 force damage, and they all strike the designated target at the same time. When a hostile creature moves within 5ft of you or attacks you, they take damage equal to the number of motes around you. If you lose concentration on this spell, the remaining motes explode, and each creature within 15ft including you must make a constitution saving throw against your spell save DC. On a failed save, a creature takes 2d4+1 force damage per remaining mote. On a successful save, creatures take half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, 2 additional motes are summoned to start, and 1 additional mote is summoned each round for every level of the spell slot above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Null Bolt\nLevel: 3\nSchool: Abjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instant\nComponents: V, S, M\nMaterial cost: a rod of onyx, metal, or glass\nDescription: A blast of pure energy emanates from your palm, firing out a lance of negatively-charged magical energy. Make a ranged spell attack against the target creature. On a hit, the creature takes 3d8 force damage.\nAny spell of 2nd level or lower on the target automatically ends. If the spell effect is permanent, it is disabled for 10 minutes. For each spell of 3rd 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.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 per additional spell level. You also automatically end the effects of a spell on the target if the spell's level is less than the level of the spell slot you used"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nurture\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Druid, Ranger\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You can infuse a beast or plant with vitality. When you cast this spell, choose one of the following effects:\nTarget plant or beast creature is cured of the poisoned condition, and has advantage on saving throws against being poisoned for the duration of the spell.\nTarget plant or beast creature gains temporary hit points equal to 1d4 + your spellcasting modifier for the duration of the spell.\nTarget noncreature plant regains all of its hit points, and gains resistance to nonmagical bludgeoning, slashing, and piercing damage for the duration of the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nyan's Ball Lightning\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A tiny piece of conductive metal\nDescription: This spell, invented by the tabaxi wizard Nyan Kajan, was made in response to a frustration the transmuter had with the end all be all spell of fireball and the comparable lack of use of Lightning Bolt. It emulates fireball in many ways, but trades some of that spell's raw power for lightning damage. As a result, the spell appears as an almost perfectly spherical orb of electrical energy.\nA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of plasma. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 lightning damage on a failed save, or half as much damage on a successful one.\nThe lightning spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nyan's Investiture of Lightning\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Invented by the tabaxi Wizard Nyan Kajan, this spell acts as a different take on the existing Investiture of Lightning on this wiki.\nLightning wreaths your form and swirls around your body, making your hair stand on end and your body shed bright light in a 15-foot radius and dim light for an additional 15 feet for the spell's duration. The lightning doesn't harm you. Until the spell ends, you gain the following benefits:\nYou are immune to lightning damage and have resistance to thunder damage.\nYour speed is doubled and you don't provoke opportunity attacks as a result of leaving a creature's range without disengaging.\nYou can use your action to create a line of lightning 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nyan's Light Speed Dash\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A morsel of sugary food\nDescription: Invented by the Tabaxi Wizard Nyan Kajan, this spell allows the caster to move at almost exactly the speed of light for a short time. Rainbow-colored lightning wreaths the form of the caster as they appear to blur and shake before vanishing from their immense speed, the only sign that they're still around being occasional flashes of bright light in their path.\nUntil the spell ends, you have a movement speed of 6,000,000,000 feet, you gain a +5 bonus to AC, automatically succeed on Dexterity saving throws, are invisible, don't provoke opportunity attacks as a result of entering or leaving a creature's space, and you gain two additional actions on each of your turns. The actions can be used only to take the Attack (one weapon attack only), Disengage, Hide, or Use an Object action. Until the spell ends, you cannot dash and all of your movement speeds cannot be raised in any way. Using your sheer momentum from this spell, you can move across liquid surfaces as if they were solid ground (This provides no protection from the harm those surfaces can cause if moving across obviously dangerous terrain, such as lava), and can run up walls and even on ceilings. If at any point you are forced to stop moving (Besides using all of your movement), such as by your movement speed being reduced to 0 feet, the spell ends.\nWhen the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. You also gain 1 point of Exhaustion from this draining backlash.\nDM Note: The movement speed given above is about 101% the speed of light assuming the character's movement is across 6 seconds (The whole turn). Anything travelling that fast could move around the entire Earth 7 and a half times in one second. A player should reasonably never run out of movement speed, but while outright giving the spell unlimited movement speed would have made things simpler, it would also be much faster than the speed of light, as that would make everything they do instantaneous. Given the Time Stop spell exists, that would make this spell redundant. In practice, actually tracking how much movement a player has spent while using this spell is hopefully unrequired."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: O'Bannon's Siege Missiles\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three glowing battering-ram like missiles of magical force. Each missile hits a creature or object of your choice that you can see within range. A missile deals 2d10+10 force damage to its target, and automatically deals maximum damage against objects and structures. The missiles all strike simultaneously, and you can direct them to hit one creature or several.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or 7th level, the spell creates one more missile per spell slot. When you cast this spell using a spell slot of 8th or 9th level, the spell creates two more missiles per spell slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Obliterate\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small glass pane\nDescription: Upon touching the creature, they are forced to weather an assault on all senses. They must make three saving throws, either Strength, Dexterity, and Constitution, or Intelligence, Wisdom, and Charisma. On a failure, they are subjected to the following effects.\nStrength and Intelligence. On a failure, they take 10d6 force damage, and are knocked prone, unable to stand up for the next minute\nConstitution and Wisdom. On a failure, they take 10d6 lightning damage, and have disadvantage on attack rolls and concentration checks for the next minute.\nDexterity and Charisma. On a failure, they take 10d6 thunder damage, and all damage they deal is halved for the next minute.\nShould they fail all three saving throws, they are immediately obliterated, them and everything they are wearing are reduced to nothing, not even ashes. No trace remains."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Obliterate Soul\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a humanoid skull, which the spell consumes\nDescription: You target one creature within range. You hold the skull toward the creature and say, \"Obliterate\", as the skull turns to dust and dissipates. The target makes a Constitution saving throw. The target takes 10d12 necrotic damage on a failed save and half as much on a successful save. For the duration, the target cannot regain hit points and does not make death saving throws; when it reaches 0 hit points, the target dies and disintegrates, leaving not even ash behind. If the target dies from this spell or while affected by this spell, the creature's soul is destroyed, meaning it doesn't go to an afterlife and cannot be resurrected by any means, even the true resurrection spell or the wish spell doesn't work"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Obscured Garden\nLevel: 1\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 50 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of dust, a handful of leaves, which the spell consumes\nDescription: You throw dust and leaves in the air, creating a large roving whirlwind, 10 feet wide. On your turn, you may use your bonus action to move the whirlwind up to 20ft.\nWhen a creature first touches the whirlwind, or when it begins its turn inside it, it must make a Dexterity saving throw, taking 2d4 slashing damage on a failure"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Observer Ward\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a branch, a drop of water\nDescription: You enchant a branch no bigger than your arm with divination magic, giving it full 360-Degree vision and sharing its vision with yours.\nThis ward emits a slight glow, and users of Arcane Sight or similar can see a thin line linking the caster and the ward.\nYou share your vision with this ward until the duration is over, or until it is destroyed. The ward will turn back to a normal branch if the caster is over 100 ft away.\nYou can only have a maximum of 2 wards active at the same time. If you create a new ward while 2 are active, the first ward will turn back to normal.\nIf you chant this spell in Sylvan, it will last twice as long.\nNote: If the caster is blinded or incapacitated, the ward will no longer provide vision until healed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ode of the Emperor Penguin\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 10Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A large salmon\nDescription: Upon casting this spell, you summon 5 medium-sized emperor penguins within range, which are friendly to you and your companions. Roll initiative for the penguins as a group. On their turn, they will individually move toward and attack any creatures hostile to you or your companions within 100 feet of you. You may use a bonus action to direct the penguins to attack one creature or object specifically.\nIf no hostile creatures are present, the penguins will wander aimlessly until directed to attack something, or a new hostile creature becomes present within 100 feet of you.\nAs an action on each of your turns, you may choose to have one of the penguins learn one of your cantrips, which they will use as they see fit to further harm your foes. For the purpose of casting this cantrip, they are considered to be level 1 creatures.\nThe spell ends when it reaches the end of its duration, when concentration is broken on the spell, or if you or your companions directly harm any of the penguins summoned by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of penguins summoned increases by 1 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Omen\nLevel: 2\nSchool: Enchantment (Ritual)\nClasses: Bard, Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Special\nComponents: M\nMaterial cost: a dreamcatcher with a gemstone worth 25 gp in its center\nDescription: Choose one creature you can see within range. The creature makes a Wisdom saving throw. However, if the dreamcatcher required to cast this spell is not noticed by the creature, it gains disadvantage. On a failed save, this spell succeeds, and on a successful save, nothing happens.\nOn a successful casting of this spell, the targeted creature will be affected the next time they are asleep for more than 5 minutes. In that sleep, it will have a dream, at least part of which you have influenced. Choose up to three symbols that will appear in the dream. These may include whatever you wish, but no written or spoken words may be used as symbols.\nIf the creature is already asleep, the symbols you choose appear in 1d4+1 minutes in the creature's sleep. If the creature awakes before that time passes, the spell fails.\nThe targeted creature must be sentient and have the ability to sleep, enter a sleep-like condition, or otherwise have dreams."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ommon's Heat Exchange\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet (10-Foot-Radius Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small metal object\nDescription: You draw heat from everything in a 10-foot-radius sphere centered on a point you choose within range.\nEach creature in that area must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Objects, plants, and fluids within the area are frozen or chilled.\nAfter casting this spell, you may recover 1 spell slot of a lower level than the slot used to cast this spell, at the cost of 1d6 fire damage to yourself per level. You may also cast a heat- or fire-based spell of a lower level within the same turn as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may increase the cold damage by 1d6 or the spherical radius by 5 feet (your choice), per level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: One Inch Punch\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: As part of the action used to cast this spell, you must make an unarmed strike. On a hit, you impose the attack's normal effects and the target is pushed 10 feet back, and knocked prone if it is Large or smaller.\nWhen you reach the 5th level, the target also takes additional 1d8 force damage. This increases to 2d8 at 11th level and 3d8 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ophis Transformation\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Ranger, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: snake skin\nDescription: With a loud hiss, you grow scales around your eyes and arms, becoming like that of a snake. You gain the following benefits until the spell ends:\nBlindsight. You gain blindsight out to 10ft.\nSlither. You ignore difficult terrain caused by disturbed or destroyed ground.\nSlick Form. Grapple checks have disadvantage against you, and you have advantage on checks to escape or avoid being grappled..\nSnake Bite. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can deliver a powerful bite. This attack uses your choice of Strength or Dexterity for hit and damage rolls, and deals 2d6 piercing damage plus 2d6 poison damage on a hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orb of Discord\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a pile of sand and dirt\nDescription: You create an orb of chaos that floats over the head of a creature within range for the duration of the spell. Whenever that creature takes damage, the orb causes it to take additional force damage equal to 1d8 plus your spellcasting modifier.\nWhen you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per level above the 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orb of Harmony\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pile of gold dust worth 1 gp\nDescription: You evoke a hypnotically glowing orb of happy light that orbits a target creature within range that you can see. For the duration, the target regains hit points equal to 1d8 plus your spellcasting modifier at the start of each of its turns.\nWhen you cast this spell using a spell slot of 4th level or higher, the amount healed increases by 1d8 for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orb of Light\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A sparkling ball of light fires from your hand and strikes a single target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If the target is an undead, fiend, or has the sunlight sensitivity trait, it takes 1d12 damage instead.\nAt Higher Levels. The spell\u2019s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orb of Sacred Fire\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a holy symbol or holy water\nDescription: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of divine flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A enemy takes 4d6 fire (or radiant if the casters chooses it) damage on a failed save, or half as much damage on a successful one. A number of friendly creatures in the area up to your spellcasting ability modifier regain 2d6 hit points.\nAt 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. The hit points regained increase by 1d6 by casting this spell using a 5th level and plus 1d6 for each spell slot two levels higher."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ordinance\nLevel: 2\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a single-sentence (not exceeding three words) command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command immediately. The spell has no effect if your command is directly harmful to it. Some typical commands and their effects follow:(You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can\u2019t follow your command, the spell ends.)\nApproach me. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop your belongings. The target drops whatever it is holding and then ends its turn.\nRun away quickly. The target spends its turn moving away from you by the fastest available means.\nGrovel before me. The target falls prone and then ends its turn.\nHalt your movement. The target doesn\u2019t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Organic Graft\nLevel: 3\nSchool: Necromancy\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: the severed limb of a nonhumanoid creature, of CR 9 or lower\nDescription: You infuse the limb used as part of casting this spell with necrotic energy, and touch one target. Their flesh fuses with the boyd part, as they temporarily gain control over it. For the duration of the spell, they gain access to one action of the creature's, based on what function that limb would take. For example, taking a clay golem's arm could grant the Slam attack, or a young blue dragon's fundamentum could grant their breath attack.\nAt Higher Levels. When cast at 4th level or higher, increase the maximum CR of the creature that the limb came from by 3, for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Origamist\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You control the folding of paper into a new form, infusing magic into its creation. Choose a piece of paper within range no more than 5 feet square. You cause it to fold into the form of an inanimate object, an animal, or any other shape you wish. When you cast this spell, you can also choose to alter the paper in one of the following ways until the spell ends:\nYou cause the paper to assume both the basic form and properties of a Tiny nonmagical object you have seen before. This only changes simple physical characteristics of the paper, such as strength, weight, or sharpness, not things like edibility or texture.\nYou choose a Tiny beast with a CR of 0. The paper folds and animates to resemble the chosen beast, using the beast's game statistics except that the paper is a construct with an AC of 5, 1 hit point, and immunity to poison and psychic damage. The animated paper obeys your verbal commands (no action required), but can't attack, activate magic items, or carry more than a pound.\nYou can have up to three pieces of paper under the non-instantaneous effects of this spell at a time, and can dismiss such an effect on one or more pieces of paper as a bonus action. If paper with an additional effect from this spell takes damage or is exposed to fire or water, it unfolds and the spell ends on that piece of paper."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orilia's Beastly Action\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Turn Or 10 Minutes (If Cast As A Ritual)\nComponents: V, S, M\nMaterial cost: A Small piece of animal fur\nDescription: For the duration, you take on one feature or action of a beast type creature that you are familiar with (not including multi-attacks).\nFor example:\nA Tiger's 'Claw' attack action or a Wolf's 'Pack Tactics' feature\nIf cast as an action: If the action you take on is an attack, make that attack as part of this spell's action.\n\n(Your DM may decide what is and is not 'familiar' with a creature)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orilia's Devil Resistance\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minutes\nComponents: S, M\nMaterial cost: a preserved piece of a devil\nDescription: You reach out an touch a creature and give them devil-like resistances.\nAt the start of each of the creatures turns, for the duration, roll a d6, on a 6 the creature, until the start of its next turn, gains resistance to cold damage; bludgeoning, piercing and slashing damage from non-magical attack not made with silvered weapons.\nAdditional the creature gains immunity to fire and poison damage, immunity to the poisoned condition and has advantage of saving throws against spells and other magic effects.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level the effect activates on a 5 or 6, 4-6 at 7th level and 3-6 at 9th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Orion's Bolts\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 75 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Three pieces of wood and one silver peice, which the spell consumes\nDescription: You point at a creature you can see within range, speaking an invocation to the celestial hunter. Clubs imbued with starlike radiance fly from somewhere behind you, burning and bludgeoning the target creature.\nA creature you can see within range takes 2d6 radiant and 1d4 bludgeoning damage. That creature must then make a Constitution saving throw, becoming blinded until the end of its next turn on a failed save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 radiant and 1d4 bludgeoning damage for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ostrichize\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Concentration, Up To One Minute\nComponents: V, S, M\nMaterial cost: An ostrich feather and a sprinkling of charcoal powder\nDescription: You attempt to transform a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it begins to undergo a transformation turning it into a bilabial foul. Each round you maintain Concentration on this spell, it produces an additional effect on your turn.\nRound 1\nThe target creature grows feathers along its arms and neck, giving it disadvantage on Charisma (Intimidation) checks until the spell ends. Additionally, it has to disadvantage on checks that require the use of arms.\nRound 2\nThe target creature grows a long pointed nose and its neck extends to about 2 feet in length, making it awkward and cumbersome. Creatures gain advantage on melee weapon attacks made against the target.\nRound 3-9\nEach round until round 10, the creature must make a wisdom saving through. With one failure, the targets intelligence score becomes 7 for the duration (if it is not already lower). At 2 failures, the target forgets any languages known to them and cannot perform the verbal components of spells for the duration. At 3 failures, their type becomes beast and their hand become short stubby wings, meaning they cannot do tasks that require fingers. At 4 failures, the target assumes the statistics of an axe beak (the DM has the creatures statistics).\nround 10\nThe target must make a wisdom saving throw. On a success, the spell ends as normal. On a failed save, the duration becomes \"until dispelled.\" A remove curse spell, greater restoration, or similar magic ends this effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Other\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: an object pertaining to another identity or personage, which is required to cast the spell\nDescription: Choose the identity of either a sentient creature you know of or a false identity you have created. For the duration, your identity is taken as the other you have assumed, and spells to determine your identity instead reveal your false identity. Any attempts to read your surface thoughts instead reveal the thoughts of the other identity. If the identity is faux, then you can choose ahead of time 10 surface thoughts for that identity. If the other identity is of a dead creature, then there are no surface thoughts.\nAlso, while under the effects of this spell, if you have illusion effects put on you that change your appearance such as in the Disguise Self spell, you can appear as your false identity as long as their height differs by 3 feet or less from yours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otherworldly Polymorph\nLevel: 8\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 30 Minutes\nComponents: V, S, M\nMaterial cost: either a diamond, onyx gemstone, ruby, or an emerald worth at least 1,000 gp\nDescription: This spell transforms you into a new form.\nThe transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any celestial, demon, devil, or fey whose challenge rating is equal to your level or less. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.\nYou assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless the new form is naturally capable of doing so.\nIf the new form does not naturally wield gear then your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. If the new form does naturally wield gear then your gear transforms into the standard gear wielded by the new form, as determined by the DM."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otherworldly Tendrils\nLevel: 0\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: drop of acid\nDescription: You conjure squirming tendrils from the Far Realms to attack a target within range. Make a ranged spell attack. On a hit, the target takes 1d4 acid damage plus 1d4 necrotic damage. This damage can only be healed magically, like through the usage of a spell or a racial/class feature. If it's not healed with either, it won't be cured.\nBoth the acid and necrotic damage each increase by 1d4 when you reach 5th level (2d4 plus 2d4), 11th level (3d4 plus 3d4), and 17th level (4d4 plus 4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Chime of Release\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small brass tubular chime, which disappears when the spell is cast.\nDescription: After casting this spell, a delicate chime rings out; The vibrations of which will release any form of nonmagical bonds holding a single creature or person. Ropes can be untied, chains and shackles loosened, leather straps unbound, a gag undone, or a wooden stock will be opened. The spell can also be used to release a bit and bridle on a horse or other suitable mount, freeing the mount from a rider\u2019s direct control."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Crystal Rhythms\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a pair of crystals worth 500gp\nDescription: Choose a creature within range. Unless the target of this spell succeeds on a Charisma saving throw, the creature\u2019s ears will be filled with the sound of energetic crystal chimes that no one else can hear.\n\nThe creature will immediately drop anything in its hands and begin clapping. The creature cannot use its hands for anything else. Spells requiring a somatic component cannot be cast, thieving skills cannot be performed, tools cannot be used, and weapons cannot be wielded by the clapper. Only creatures that have hands will be affected, and any creature with more than one pair of hands will clap along with as many hands as the creature has.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target one additional creature for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Drums of Despair\nLevel: 4\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pair of miniature bronze drums with onyx decorations, worth 500gp\nDescription: Choose a number of creatures within range, they must succeed on a Charisma saving throw or be subjected to the sound of oppressively loud war drums in the area, filling all the targeted creatures in the area of effect with feelings of dread and despair.\nAll affected creatures have disadvantage on all attack rolls and saving throws, and will take 3d6 thunder damage from the blast. On a successful save the target takes half damage and is unaffected by the drums sound.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the spells damage increases by 1d6 for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Gong of Isolation\nLevel: 5\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round Or 1D4 Hours\nComponents: V, S, M\nMaterial cost: a miniature gold gong and tiny gold striker with a jade stone as its head, together worth 1,000gp\nDescription: Choose a creature within range, The creature must succeed on a Constitution saving throw or when this spell is cast, a mind-numbing sound of an extremely loud gong fills the targets mind. If the creature passes the creature is only stunned for one round. But if the save fails, the creature loses all normal sensory input into the mind. The creature cannot see, hear, feel, taste, or smell, effectively making the creature helpless.\n\nIf the creature engages in melee, all attacks are made at disadvantage to hit, but the creature has no idea of what it is attacking or even if the attack succeeds. Telepathic communication with the creature is still possible, and the creature might receive information about the world through such a link.\n\nA Wish or Greater Restoration spell will completely cure the condition. It ends after 1d4 hours if not cured early."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Imperative Ambulation\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 25 Feet\nDuration: 1 Round\nComponents: V\nDescription: Choose a creature within range, the target must succeed on a Charisma saving throw or, with seemingly no regard for his safety, the target begins moving around the battlefield wildly.\n\nFor the duration of the spell, the target must begin each of its turns by using its movement to move at least 15 feet towards and past its enemies, provoking attacks of opportunity as normal. The target has full control over where it moves, as long as it ends up at least 15 feet from where it started.\n\nIf it is incapable of moving at least 15 feet with its movement due to terrain or other obstacles it is instead stunned for 1 round instead.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target an additional creature with the spells affects for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Rousing Anthem\nLevel: 4\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a set of four miniature silver trumpets trimmed with lapis lazuli, worth a total of 2,500gp\nDescription: Choose a number of creatures within range, the targets hear the sound of a loud trumpet call that raises the spirits of all allied creatures in the area of effect. All affected creatures gain advantage on attack rolls and saving throws, as well as receiving 3d6 temp HP for as long as they are within the radius.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the targets gain an additional 1d6 temp HP for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Silver Tongue\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: When this spell is cast, the caster's voice takes on an enthralling sing-song tone that instantly catches the ear of any listener. Anything said by the caster will sound very convincing, as your charisma is temporarily raised to a 19 (if targets charisma is higher than 19 this has no effect.)\n\nAny lie or half-truth told while under the effects of the spell have advantage on convincing the target and if under the effects of a lie detecting effect, the lie has a 50/50 chance of not being detected by such means."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Soothing Vibrations\nLevel: 2\nSchool: Enchantment (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 180 Feet, 20-Foot Radius\nDuration: 1 Round\nComponents: V\nDescription: Choose an area within range, all creatures in the area of effect must succeed a Wisdom saving throw or begin to hear soothing vibrations that cause them to pause and listen.\n\nAs the music continues, the creatures feel the mage broadcasting peaceful, kindly thoughts to them. The creatures will do nothing for one round until the mage is finished casting the spell. Thereafter, all animals in the area of effect of semi-intelligence or lower will feel kindly to the mage, and show no aggression or fear unless attacked first.\n\nAll other creatures are entitled to a saving throw with advantage to avoid the spell\u2019s lulling effect. All animals and those creatures who fail the save are more susceptible to charm spells cast before the spell\u2019s duration ends, and suffer disadvantage against any charm spell cast upon them. Such as animal friendship, charm person, charm monster, etc."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Sure-Footed Shuffle\nLevel: 3\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Minute\nRange: 30-Foot Radius\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a fiddle string and the hoof of a mountain goat\nDescription: All creatures within range begin to hear the sound of a fiddle until concentration is broken or the spell ends, Creatures hearing this spell are given the walking agility and sure-footedness of a mountain goat.\nThe creature can climb any steep incline with no trouble and in any situation where the creature might trip, slip, stumble, or lose their footing or balance they gain advantage or disadvantage on the check to avoid falling whichever is applicable based on the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Tonal Attack\nLevel: 4\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a sitar string and a crystal mallet worth 700gp\nDescription: Choose a creature within range, the target must succeed on a Intelligence saving throw, if the save is succeeded the target's spells can only be cast at the lowest level available for the spell. If the saving throw is failed the target temporarily forgets how to cast any and all spells for the duration of the spells effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Tones of Forgetfulness\nLevel: 3\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a string from a sitar and a wooden mallet\nDescription: Choose a creature within range, the target must succeed on a Intelligence saving throw. On a failed save, the ears of the target creature are filled with exotic tones no one else can hear. The creature loses all memory of non-weapon proficiencies known by the creature and any attempt to use such a proficiency will be met with automatic failure.\nIf the save is successful, the creature only suffers disadvantage on the skill checks affiliated with the proficiencies lost."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Triple Chime\nLevel: 6\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet, 100-Foot Radius\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a set of copper, silver, and gold keys worth 10, 50, and 250gp\nDescription: This spell creates a resonant tone that repeats 3 times over the course of 1 minute. At the end of the first chime, every closure (door, chest lid, clasp, buckle, etc.) is effected by a dispel magic, to remove all protective abjurations and trap magics. This dispelling effect does not impact other magical enchantments upon the closures.\n\nAfter the second chime, and again after the third, each closure is affected as if by the knock spell. Up to four closures will be affected by each of the two chimes. If more closures are present than what the spell can affect, those closest to the center of burst effect are opened first."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Warding Tones\nLevel: 4\nSchool: Enchantment (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet, 50-Foot Cube\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: two lumps of bee's wax and a string form any orchestral instrument\nDescription: All creatures affected by this spell have their ears willed with loud tones only they can hear.\n\nThe notes drown out all other sounds, rendering those effected deaf, but also rendering the targets immune to any thunder damage and the effects of verbal attacks, such as a sirens' song or a banshee's wail."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto\u2019s Crystal Rhythms\nLevel: 3\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Foot Radius\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pair of crystals worth 200gp\nDescription: Choose a creature within range. Unless the target of this spell succeeds on a Charisma saving throw, the creature\u2019s ears will be filled with the sound of energetic crystal chimes that no one else can hear.\nThe creature will immediately drop anything in its hands and begin clapping. The creature cannot use its hands for anything else. Spells requiring a somatic component cannot be cast, thieving skills cannot be performed, tools cannot be used, and weapons cannot be wielded by the clapper. Only creatures that have hands will be affected, and any creature with more than one pair of hands will clap along with as many hands as the creature has.\nA creature immune to charm is immune to the spells effects.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target an additional creature within range of the spells effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Overcompensated Weaponry\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: powdered fish oil\nDescription: You touch one weapon, and cause it to massively swell in size. For the duration of the spell, it becomes oversized by two categories, but it's properties are only changed as if it was oversized once.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you oversize it by an additional category for every two levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Overload\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (25Ft Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: An explosive field of electrical energy erupts from your body, spreading out 25 feet in all directions. Targets caught in the field must make a Constitution saving throw, taking 4d8 Lightning damage on a failed save, or half as much on a successful one. Additionally, creatures who fail the saving throw are stunned until the end of their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the electrical damage increases by an additional 1d8"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pain Share\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: As an Action you can touch a creature and \"heal\" them by 1d4, in doing so you take necrotic damage equal to the amount of Hit Poits you healed as you take their pain to yourself.\nAt Higher Levels. This spell die 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: Palpitate\nLevel: 1\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: You pull at the life force inside of a creature setting their heart out of rhythm. The target creature makes a constitution saving throw and if they fail take 3d4 necrotic damage and have their movement halved until the end of your next turn. If they pass they only take half damage and their movement is unaffected. Undead, constructs, elementals and creatures that do not posses a beating heart are immune to this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spell does 1d4 more damage and if the spell slot used exceeds 4th level the creature is stunned instead of losing movement speed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pancea\nLevel: 4\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 1 gp worth of silver dust(consumed), a mortar and pestal, a twig of wormwood, a apple slice and a clove\nDescription: Calling, upon your deity, you invoke on otherworldly powers to remove all impediments on ones well-being. A wave of cleansing energy washes out up to 30 feet from where you stand. Any creatures within the range that have 0 hit points are made stable. All poisoned petrified, paralyzed blinded, deafened and diseased conditions within range are removed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Paradox Rift\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of matter\nDescription: A tiny rift appears in your hand and momentarily swallows a creature you try to touch. Make a melee spell attack against the target. On a hit, a creature takes 1d10 necrotic damage. Hit points lost to this spell's damage can be regained only through magic or a short or long rest, rather than by regeneration or any other means.\nThis spell's damage increases by 1d10 when you reach the 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: Paralysis Blow\nLevel: 1\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V\nDescription: A black flame appears on your weapon for 1 rounds.\nIf you hit a creature with a black flame weapon, the creature takes 1d6 necrotic damage and must make a Constitution saving throw or become paralyzed until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Paranoid Pact\nLevel: 2\nSchool: Enchantment (Ritual)\nClasses: Paladin, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of parchment with a contract written on it, which the spell consumes\nDescription: You present a written agreement to a humanoid creature, which details terms and conditions of your choice as well as at least one termination condition. This termination condition can be as specific or as elaborate as you choose, but the GM must agree that the termination condition is reasonable and has a likelihood of coming to pass. The termination condition can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. If the target agrees, either verbally or with a signature, the contract disappears in a flash of smokeless flame, and both you and the target are bound by it. A creature cannot be charmed or magically coerced into agreeing to this contract, but doesn't need to be aware of its magical properties.\nWhile the contract is active, both you and the target creature can magically summon a copy of it with a bonus action; these copies are indestructible and last until dismissed (no action required) or a new one is summoned. If either party attempts to violate the terms of the agreement, they must make a Wisdom saving throw. On success, they take 2d10 psychic damage and continue as normal. On failure, they take 1d10 psychic damage and must choose a different course of action. \nOnce the termination condition is met, the contract no longer binds either party."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Parasitic Link\nLevel: 3\nSchool: Necromancy\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A coil of flesh whips out from your body, and seeks out a target to leech onto. Choose one creature in range which isn't an undead or construct. They must make a Dexterity saving throw, or be latched onto by the coil. While the coil is latched, whenever you take damage, you only take half of what you would normally, as this spell's target takes the other half.\nA target can reattempt the saving throw at the start of their turn. If the target exits the range or succeeds on the save, the spell ends.\nAt Higher Levels. When cast at 4th level or higher, you take 4 less damage(to a minimum of 1), the target receiving 4 more damage, for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Para\u2019s Portalable Place\nLevel: 2\nSchool: Conjuration (Ritual)\nClasses: Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Until You Leave The Place.\nComponents: V, S, M\nMaterial cost: A closed door\nDescription: You are able to magically alter where a door that you are touching leads to. This new doorway leads to an Extradimensional Wizards Tower.\nDuring the ritual you must remain in contact with the doorknob, once the ritual is complete the doorway is laced in arcane runes and the knob begins to glow. These effects last until you have left the Wizards Tower. This magical doorway will not let another living creature enter the Tower.\nThe tower has dimensions of 40ft Diameter by 50ft Tall and is broken up into 5 rooms; Bedroom/Bathroom, Library/Office/Sitting room/Kitchen and Arcane Laboratory, and a roof. There are windows throughout the tower. When you look out the windows or lookout from the roof, you\u2019ll find you\u2019re in a dense forest. The windows are not large enough for you to climb through. If for whatever reason if you fall off the roof you will be spat out of the portal back into the real world right before you hit the ground.\nTime moves faster inside the tower, 2 hours in the tower is 1 hour out. While in the tower you are not protected from Divination magics. You are the only person that may enter this place however that doesn\u2019t mean the tower is frozen in time when you are not there"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pattern Screamer\nLevel: 9\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You emit a terrible scream that echoes through reality, reaching the minds of all creatures you choose within range. Affected creatures must make an Intelligence saving throw. On a failed save, they take 10d10 psychic damage and are stunned until the end of your next turn. If they pass, they take half damage and are not stunned. Creatures that have an Intelligence of 2 or less are immune to this spell.\nAdditionally, you can choose a creature that failed its saving throw. This creature is drawn into a random plane of existence, where it is pursued by a hostile cosmic entity that manifests as a fractal pattern of colors and sounds. The creature can only escape this plane if another creature uses a teleportation or plane travel spell to rescue it. The cosmic entity will attempt to prevent escape, attacking the creature and its allies with energy tentacles and explosions of chaos. The entity has the following statistics:\nCosmic Entity[edit]\n\n\n\nGargantuan aberrant, chaotic and evil\n\n\nArmor Class 18 (natural)\nHit Points 300 (20d20 + 100) \nSpeed 0 ft., fly 60 ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n30 (+10)\n\n10 (+0)\n\n20 (+5)\n\n26 (+8)\n\n24 (+7)\n\n28 (+9)\n\n\nSaving Throws Str +17, Int +15, Wis +14, Cha +16Skills History +15, Insight +14, Perception +14, Religion +15Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weaponsDamage Immunities necrotic, poisonous damage; silver weapon damageCondition Immunities frightened, stunned, blind, deaf, poisoned, paralyzed, petrified\nSenses truesight 120 ft.; passive Perception 17\n\nLanguages all, telepathy 120 ft.\nChallenge 23 (50,000 XP)\n\n\nTerrifying Presence. Any creature that starts its turn within 60 feet of the entity must make a DC 21 Wisdom saving throw, unless the entity is incapacitated. If it fails, the creature is frightened until the end of its next turn. If successful, the creature will be immune to the entity's Frightful Presence for the next 24 hours.\n\nACTIONS\nMultiattack. The entity makes three tentacle attacks or two chaos blast attacks.\nTentacle. Melee Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or become grappled (escape DC 21). Until this grab ends, the target is restrained, and the entity cannot use the same tentacle on another target.\nChaos Blast . The entity chooses a point within 36 meters of it that it can see. Each creature in a 30-foot sphere centered on that point must make a DC 21 Dexterity saving throw, taking 22 (4d10) damage of a random type (acid, cold, fire, lightning, or thunder) on a failed save, or half as much damage. this damage on a success. The type of damage is determined by rolling 1d10 and consulting the table below:\n\n\n\n\n1d10\nDamage type\n\n\n1\nAcid\n\n\n2-3\nCold\n\n\n4-5\nFire\n\n\n6-7\nLightning\n\n\n8-9\nThunder\n\n\n10\nRoll twice and add up damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Patternweave\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Hour.\nComponents: V, S, M\nMaterial cost: s small hand lens\nDescription: For the duration, you gain supernatural intuition into chaos and entropy, able to pick up on impossibly subtle clues. You can use this intuition to do the following automatically:\nVisualize how a broken or incomplete object would look when whole.\nPick out individual elements in a crowded group \u2014 for instance, picking out a single set of footprints from a crowded muddy market square (though not whose footprints they are), making out a single voice over a crowd's roar (though not who the voice belongs to), finding a needle in a haystack, etc.\nDetermine the exact number of objects in a group of similar objects (gold coins in a dragon's hoard, soldiers in an approaching army, etc.).\nNotice hidden messages or order in a set or pattern.\nYou must be able to see or hear the thing you're trying to make sense of and cannot gain specific information beyond what's described above (you can't determine that a given cup is poisoned, only that the liquid within is somehow different than the liquid in a bunch of identical cups)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pebble Blink\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Paladin, Ranger\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A pebble from where you want to blink to\nDescription: M\nBlink the party to the place where you picked up a pebble no more than 1 mile away earlier in the adventure. Every creature within 15 feet of you that you choose to blink with instantly vanishes and reappears where you picked up the pebble. A creature that does not want to be affected may make a DC (15 - the number of creatures blinked) wisdom roll. Creatures that are not your companions or friends have a sense that it is good to resist this spell.\nDamage\nEveryone lands in a pile at the same place and each creature blinked needs to make a DC (10 + the number of creatures blinked) dexterity roll to avoid 2d6 damage. This damage will not reduce any creature below 0 HP, and they will be stable, merely unconscious. Oddly enough, if they were in the process of making death saves, this spell will stabilize them. If only you blinked you do not take damage.\nV, S\nThe verbal component of this spell is \"Everyone to me!\" or something like that, then some sort of appropriate magic word, effect, or gesture.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each creature blinked takes no damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Peek-a-boo\nLevel: 2\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You vanish, and prepare to scare someone. You become invisible, with this condition ending if you take any other action or move more than half your speed.\nWhile concentrating on this spell, you can also end it as an action. If you do so, one creature within 5 feet of you must make a Wisdom saving throw, or take 3d6 psychic damage, and become frightened of you for the next minute. On a success, they take half damage, and are not frightened. If they fail, then on their next turn, they can retry the save, ending the condition on a success.\nAt Higher Levels. When cast at 3rd level or higher, the damage increases by 1d6 for every level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Peel Back Scars\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Pulling at the threads of both death and time, you begin to unknit magical wounds. Choose one target in range. They take 6d4 necrotic damage, to a maximum of the same amount they were last magically healed for in the past 10 minutes.\nAt Higher Levels. When cast at 3rd level or higher, you deal an extra 3d4 damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Peltskin\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a handful of fur\nDescription: You touch a willing creature. Until the spell ends, the target's skin has a wooly, fur-like appearance, and the target's AC can't be less than 13, regardless of what kind of armor it is wearing."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Penetrate Disguise\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: Within the spells duration, you have a bonus to the next Intelligence (Investigation) check you make to discern whether a creature is in a disguise. This extends to nonmagical applications such as a disguise kit or a Charisma (Deception) check; but not to magical illusions.\nThe bonus to your Investigation check is +5, which the DM will apply in secret after you make the roll.\nIn addition, you also determine if the subject is also the subject of a friends spell or other enchantment cantrip"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Permanence of Being\nLevel: 8\nSchool: Transmutation (Ritual)\nClasses: Cleric, Druid, Warlock\nCasting time: 8 Hours\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: A vial of Holy Water and a holy symbol of a Life Domain deity worth at least 5000 gp, which are consumed\nDescription: You reach out and lay your hands on a willing creature that can understand you. You invoke the gods of life and ask for their blessing on a mortal. After casting the spell, roll a DC 15 Intelligence saving throw .On a success, the spell is a success, the target will cease to age indefinitely and you can choose if the target decreases 1d20 years at most in age. Otherwise, the spell fails and the target ages 1d10 years.\nA single creature may only be affected by this spell 3 times (failed ones included) without further secondary effects. A creature that has already been affected by it 3 times and fails the throw will instead suffer the effects from impermanence of being, aging a number of times faster equal to your spellcasting modifier (minimum 2).\nAt Higher Levels. When you cast this spell at 9th level, you gain advantage on the Saving Throw against aging. Additionally, you can choose to cancel the effects of impermanence of being on the target; roll a 1d4. On a result of 4, the effects of impermanence of being are undone, but the current age remains the same"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Permanency\nLevel: 5\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Variable, See Text\nDuration: Permanent\nComponents: V, S\nDescription: This spell makes certain other spells permanent. You cast the desired spell and then follow it with the permanency spell. Spells cast on other creatures, objects or locations (not on you) are vulnerable to dispel magic as normal. If you are targeted by a successful dispel magic or are within the area of an antimagic field, any spells that have been made permanent by this spell are suppressed until you complete a long rest, or until the antimagic field no longer affects the subject of the spell. Depending on the spell you wish to make permanent, you must be of a minimum caster level as listed below.\nYou can make the following spells permanent in regard to yourself:\n\n\n\n\n\nSpell\n\nMinimum Caster Level\n\n\nShield\n9th\n\n\nComprehend languages\n9th\n\n\nExpeditious retreat\n9th\n\n\nJump\n9th\n\n\nLongstrider\n9th\n\n\nFly\n10th\n\n\nDetect magic\n10th\n\n\nDarkvision\n10th\n\n\nSee invisibility\n10th\n\n\nArcane eye\n11th\n\n\nTongues\n11th\nIn addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, an area, or an object (as appropriate):\n\n\n\n\n\nSpell\n\nMinimum Caster Level\n\n\nAnimal friendship\n9th\n\n\nNondetection\n11th\n\n\nEnlarge/reduce\n9th\n\n\nResistance\n9th\n\n\nMagic fang\n9th\n\n\nMinor illusion\n9th\n\n\nMagic fang, greater\n11th\n\n\nTelepathic bond\n13th\n\n\nFriends\n14th\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent:\n\n\n\n\n\nSpell\n\nMinimum Caster Level\n\n\nAlarm\n9th\n\n\nDancing lights\n9th\n\n\nGlyph of warding\n9th\n\n\nZone of truth\n9th\n\n\nInvisibility\n10th\n\n\nMagic mouth\n10th\n\n\nWeb\n10th\n\n\nGust of wind\n11th\n\n\nStinking cloud\n11th\n\n\nWall of fire\n12th\n\n\nFog cloud\n12th\n\n\nWall of force\n13th\n\n\nAnimate objects\n14th\n\n\nSymbol (any one symbol per casting)\n15th\n\n\nPasswall\n15th\n\n\nPrismatic wall\n16th\n\n\nProgrammed illusion\n17th\nThe DM may allow other selected spells to be made permanent.\nMuch like magic items, a creature, item, or area can only attune to three permanent spells at one time. You can end your attunement to a permanent spell on yourself at any time. You can end your attunement to an area, item or other creature or person only if you are the caster or through the use of spells (see above).\nOnce attunement is ended that spell also ends and is no longer permanent, and its benefits cannot be regained unless the spell and permanency is cast again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Permanency, 2nd Variant\nLevel: 1\nSchool: Enchantment (Ritual)\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 8 Hours\nRange: Touch\nDuration: Permanent\nComponents: V, S\nDescription: Using an item of your choice as a catalyst, you bind a spell to it for all eternity, causing its physical and magical properties to drastically change. When casting Permanency, you must sacrifice a spell slot for it and the spell you wish to enchant onto item, for a total of two spell slots to cast this spell. You can only enchant the target with a spell that you know or have seen before. If you have a written copy of the spell on hand, you can commit its effects to memory, allowing it to be used for enchanting, but doing so destroys it in the process (spell books simply lose the contents of the page you are trying to memorize). You can cast Permanency on a nonmagical item, ring, cloak, weapon, piece of armor, or object, thus making it magical. When attacking with weapons, they are treated as magical for the purpose of overcoming resistances and immunities, and they gain a bonus to attack and damage rolls equal to half of your proficiency bonus, rounded down, while armor gains the same bonus to AC. Rings, cloaks, and items do not benefit from either additional bonus. An item created at the time will not increase in bonus with you, remaining fixed. When choosing a spell to bind to an item or piece of equipment, the level of spell cannot exceed the spell level of Permanency. For example, you could cast Permanency at 3rd level to enchant a staff with a 3rd level Fireball, but not a 4th level one. You can enchant the target item or piece of equipment with a cantrip, but Permanency still consumes a 1st level spell slot upon being cast. When enchanting an item or piece of equipment, if the the spell requires an attack roll or saving throw, or if the spell would drastically alter or affect the area or a group of creatures physically, magically, or by some other means, it has a number of charges equal to half of your spellcasting modifier + your proficiency bonus, rounded up, at the time of casting, meaning the maximum amount of charges do not increase over time. The items's/piece of equipment's charges are regained at dawn. Additionally, you can't change the spell level of the item/piece of equipment once enchanted. Instantaneous spells or spells with a duration that target only a single creature, like Shield of Faith, become a constant effect once applied to an item. Also, you can set requirements for effects to activate. For example, you can enchant a shortsword with Light and make it activate automatically against hostile creatures. Alternatively, you could make the same shortsword cast Wrathful Smite or Chromatic Orb whenever you declare an attack, significantly increasing its damage.\nYou can attempt to overcharge the target item/piece of equipment you are enchanting to grant it additional spells or effects, some of which may consume charges (be creative, but be reasonable). Roll 1d20 gain a number of effects based on the result:\n1-3: You must enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. All of them must be detrimental. Work with your DM to determine what they are.\n4-10: You can enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Half of them, rounded down, must be detrimental effects. Work with your DM to determine what they are.\n11-17: You can enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Work with your DM to determine what they are.\n18-20: You can enchant the target with an additional amount of spells or effects equal to your proficiency bonus. Work with your DM to determine what they are.\nYou can decide the name and appearance of an item or piece of equipment you enchant, if it has one. Otherwise, it will retain its mundane appearance. Equipment you enchant that you wish to equip must first be attuned to for 1 hour, and you will know when someone attunes to something you enchanted, and what it was, but not their location. You can disenchant a magical item or piece of equipment that you created without destroying it, but any magical effects it had, curses included, are lost. You can only create one magical item/piece of equipment per day through the use of this spell. A magical item's or piece of equipment's effects are suppressed for 8 hours when successfully subject to Dispel Magic, while within an Antimagic Field, or when subject to a similar effect.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can enchant the target with two spells. When you cast this spell at 9th level, you can enchant the target with three spells, and whenever you overcharge an enchantment, you may treat any roll lower than an 11 as an 11. You cannot enchant the target item/piece of equipment with the same spell more than once."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Permanency, Variant\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Cleric, Wizard\nCasting time: 1 Hour\nRange: Special\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a jewel worth at least 1,000 gp, which the spell consumes\nDescription: After you cast permanency, start casting a second spell which will become permanent, this casting still requires the use of an adequate Spell Slot or method of casting. The second spell must be 5th level or lower. The second spell must not already have a method of becoming permanent (bestow curse or teleportation circle) or a permanent variant (polymorph and true polymorph). The second spell must have a duration of 1 round or longer and must be a spell that targets yourself, another creature who is willing, an object that you own, or an ongoing magical effect.\nIf a permanent spell effect is targeted by the spell dispel magic the effect stops until you finish a long rest.\nAt Higher Levels. When cast at a higher level you can choose a second spell at the same level as the spell slot used to cast permanency or below."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Persistent Harrier\nLevel: 3\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You psionically link a melee weapon with your mind, allowing it to move and strike at a greater distance.\nWhile you are using it, the reach for the chosen weapon increases by 5 feet for the duration. When you make an attack with a weapon affected by this spell outside the weapon's normal reach, you use your spell attack modifier instead of your normal attack modifier. The spell ends early if you let go of the weapon.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weapon's reach increases by an additional 5 feet for each slot level above 3rd, up to a maximum of 20 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Petal Glide\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Druid\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a flower petal\nDescription: You manifest a large, lightweight, and daisy-like flower as tall as a human. It appears harmlessly in your hand or anywhere within the range of this spell. When the stem of this conjured flower is gripped in the hand, it magically rotates to generate thrust. A Medium or smaller creature who grasps the stem in its hand immediately flies straight upward a distance of 30 feet, and gains a fly speed of 30 feet for so long as it holds the stem. The benefiting creature cannot ascend higher with this fly speed without the aid of an updraft or similar force. If the creature releases the stem or this spell's duration ends, the flower vanishes into thin air.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gained fly speed increases to 50 feet. (The initial distance flown upward does not increase."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Petty Wish\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You make a petty wish to fulfill a desire of yours. The basic use of this spell is to duplicate any other spell of 2nd level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:\nYou create one object of up to 100 gp in value that isn't a magic item. The object can be no more than 10 feet in any dimension, and it appears in an unoccupied space you can see on the ground. The item by all means functions as normal, however it is magical and disappears 24 hours after this spell's casting.\nYou regain a number of hit points equal to double your level.\nYou may choose a damage type. Until the end of your next turn, you have resistance to that damage type.\nFor 1 minute, you have advantage on saving throws you would make against magic.\nYou magically complete a specific task that would require manual labor if the task would take you 10 minutes or less to accomplish.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some minor unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain would die may give them a cold that they simply cure themselves of using magic. Similarly, wishing that you get a bracers of archery may give you an item that you think is a bracers of archery but really does nothing but make you think you are more accurate.\nThe stress of casting this spell more than once between each time you finish a long rest may weaken you. The 2nd time or more that you cast this spell before finishing a long rest roll 1d100 for each time beyond the first you have cast the spell. On a 50 or lower, you take 1d10 necrotic damage. This damage can't be reduced or prevented in any way. In addition, on a 20 or lower, your Strength score drops by 2 points, and you regain a single point of Strength when you finish a long rest. Finally, on a 1, you lose the ability to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phantasmal Notebook\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a phantasmal notebook and writing quill. The notebook will contain the same contents between castings and can hold up to 50 pages of writing. If it is destroyed, it will reappear again later as it was before the destruction. As part of dismissing the notebook, you may choose to remove all writing from it. The notebook cannot be used as a spellbook."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phantasmal Ship\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 10 Min\nRange: 30 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: A small statue representing a ship worth at least 10,000 gp\nDescription: You enchant a nonmagical watergoing vessel within range by placing the statue near its front. The statue adheres to it getting stuck until the spell ends. If you cast this spell on the same ship every 24 hours for a year, the spell becomes permanent.\nThe ship becomes both an undead and a construct, and receives the following benefits unless it had better ones:\nSpeed 0 ft., swimming 120 ft. and flying 60 ft. (hover). When considering longer, more constant periods, it can move up to 6 miles/hour in the water or 3 miles/hour flying.\nSenses blindsight 120 ft.\nLanguages All the languages its caster knows although it can't talk, telepathy 20 ft. (infinite with its caster, as long as they are in the same plane)\nDamage Immunities Poison, necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks.\nCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.\n\nMagically Moving The Phantasmal Ship\u2019s movement speed is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters.\nMagic Weapons Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) necrotic damage on a hit.\nTurn Inmunity The ship is inmune to spells and effects that turns undead.\n\nThe statue becomes the controller of the ship, and can perform simple orders such as \u201cMove 1 mile 45\u00ba NE\u201d or \u201cMove to X (a place in the same plane it\u2019s in)\u201d, but it can\u2019t operate any of the siege weapons on it. It will obey any orders given by its caster or those designated by him/her.\n\nYou can only enchant one ship at a time using this spell. The magic source for the ship is the statue, which fuels it. Breaking it or dispelling the magic within it turns the statue and the ship back to normal. Spells like Dispel magic or an Antimagic field will only disrupt the benefits in the targeted area, the only way to completely disrupt it is by targeting the statue (for example, casting antimagic field in the back will get rid of the ships resistances in that area while the field is active, but it won\u2019t affect the rest of the ship unless the statue is in the range). The original caster can also cast this spell while touching the statue to turn it back to normal.\n\nNote: If the ship is big enough, the ship may get the following additional feature (ask your DM about this).\nUndead Sailors The ship magically gets a number of undead sailors to operate it. They use the Skeleton stat block and can\u2019t attack nor leave the ship. They can, however, use any siege weapon on the ship normally. They follow the caster\u2019s orders and attend all who enter. If their HP fall to 0 or the spell is dispelled, they disappear without trace. They respawn at dawn if the spell is active. As for the number of them, ask your DM and consider how many are necessary to keep the thing clean and ready to use"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phase\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a small mirror\nDescription: Your body becomes like a ghost. You can move through solid objects as if they weren't there until the spell ends. If you end your turn within an object, you are shunted to the nearest available space, taking 1d10 force damage for every 5 feet moved."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix Climax\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self (300-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: By expending more magical energy than you have, you release an overwhelming explosion. Each creature within range, other than you, must make a Dexterity saving throw. Creatures within 100 feet take 8d12 bludgeoning damage and are knocked prone on a failed save, or take half as much damage and remain upright on a success; creatures within 200 feet take 5d6 fire damage on a failed save or half as much on a success, and flammable objects in this area that aren\u2019t being worn or carried are ignited; and creatures within 300 feet take 4d4 thunder damage on a failed save or none on a success. You then regain a number of hit points equal to 2d6 + your spellcasting ability modifier and fall unconscious for 2d2 days; while unconscious this way, you don't need to eat or drink and can only be woken by greater restoration, heal, or wish"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix Dash\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a tear-drop shaped piece of amber\nDescription: Your body becomes wreathed in bursts of white-hot flames, endowing the caster with the flight and spectral appearance of a majestic phoenix. For the duration you gain a flying speed of 60 feet, gain resistance to fire damage, and can take the Dash action as a bonus action on each of your turns. For the duration, you may also move through another creature\u00b4s space, treating it as difficult terrain. Each time you move through a creature's space for the first time during your turn, that creature must succeed on a Dexterity saving throw or take 3d10 fire damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix Phantom\nLevel: 1\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: As you put out your hand, your target one opponent that you can see within range. This causes a phoenix-like being to come out of your hand and wrap the opponent in flames. The phoenix then pierces into the target's mind, causing them to relive their biggest fear. The target takes 1d6 psychic damage must make a Wisdom saving throw. On a successful save, the creature takes half damage and isn't frightened. On a failed save, the creature is frightened for the duration. At the end of each of their turns, they can make another Wisdom saving throw. Upon a success, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d6 per spell level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix Strike\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a fiery explosion that surges out from you. Each creature of your choice within 20 feet must make a Strength saving throw or take 3d8 fire damage and are pushed back 5 feet. On a successful save, the creature takes half as much damage and isn't pushed.\nThe fire spreads around corners and it ignites flammable objects in the area that aren't being worn or carried.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the distance creatures are pushed back is increased by 5 feet for each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix Wave\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Wave)\nDuration: Instantaneous\nComponents: V, S\nDescription: You put your hand out in front of you or you focus this spell onto a weapon of your choice. You move your hand or weapon in a sideways slashing motion causing a fiery wave to be made from your hand or weapon in a 20ft cone, hit anything in front of it. It does 1d6 fire damage and 1d6 bludgeoning damage or half as much on a successful dexterity saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher add 1d6 to both types of damage Example: if you use this as a 5th level you will roll 5d6 dice for both damage types."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phoenix's Rebirth\nLevel: 5\nSchool: Necromancy\nClasses: Artificer, Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: One creature within range is imbued with the revitalization of a phoenix. They either lose one condition of your choice, lose one disease of your choice, regain 30 hit points, or lose 1 level of exhaustion. In addition, any creatures within 5 ft. must attempt a Dexterity saving throw, taking 1d10 fire damage on a failure, or half as much on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pictograph\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Until Dispelled\nComponents: S, M\nMaterial cost: a sheet of parchment and 10 gp worth of cut crystals, all of which are consumed by the spell\nDescription: You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you saw. The altered parchment\u2014or \"pictograph\"\u2014records any illusions you saw, and reproduces facets such as colors and brightness as you saw them.\nThe sheet is not dyed and it is not an illusion. Rather, the sheet is physically changed until an effect would dispel this spell. The transmuted sheet appears indistinguishable from a very true-to-life painting"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pillar\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause a pillar made of stone to burst from a place on the ground that you can see within range. The pillar is a cylinder that has a diameter of 3 feet and a height of up to 10 feet. You can alter the shape and direction of this pillar to come out at an angle or curve around a corner, but you do not have enough control to create fine details in it. You can use this pillar to attack a creature, forcing them to make a Dexterity saving throw or take 1d10 bludgeoning or piercing (your choice) damage. The pillar has 10 hit points and an AC of 10 and is capable of supporting a creature of size Large or smaller.\nAt Higher Levels. The spell creates more than one pillar when you reach higher levels: two pillars at 5th level, three pillars at 11th level, and four pillars at 17th level. You can stack these pillars to increase their total height by 10 feet per pillar stacked."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pillar of Flame\nLevel: 7\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: An explosion of flame erupts vertically from a point you choose in range. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A target takes 7d12 fire 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 8th level or higher, the damage increases by 1d12 for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pillar of Sand\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a small amount of sand or dust\nDescription: You cause a small pillar of sand to erupt in a 5-foot cube originating from a point on the ground you can see within range. Each creature in this area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.\nThis 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: Pincushion\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Cleric, Ranger, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To One Minute\nComponents: V, S\nDescription: You weave a magical barrier around yourself, specifically made to catch and return projectiles. When you are targeted by a ranged weapon attack, it automatically hits, but deals 5d6 less damage. If the damage would be reduced to 0, it is impaled upon the barrier, and stays there until the spell ends.\nWhen the spell does end, you can return fire with the projectiles you absorbed. You make a ranged spell attack with a range of 50 feet for each impaled object, dealing 2d4 bludgeoning damage on a hit. Based on the type of projectile, this damage type can change(for example, a light hammer thrown by this spell would deal bludgeoning damage).\nAt Higher Levels. When cast at 4th level or higher, the damage is reduced by 2d6, and the returned damage is increased by 1d4, for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pit of Flame\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of igneous rock\nDescription: You conjure a 10-foot square pit, 10 feet deep and filled with flames, on ground that you can see within range. Creatures stood on the area of effect must pass a Dexterity saving throw. On a success they can use their reaction to move 5 feet out of the area. If they fail, or are unable to move out of the area, they fall into the pit. Subsequently, creatures shoved or otherwise moved into the area will fall into the pit.\nA creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage. Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your spell save DC.\nAt Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the fire damage increases by 1d6 for each slot level above 3rd.\nRitual. When this spell is cast as a ritual, the duration becomes Concentration, up to 1 hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will hover above the fire without taking damage. Charisma (Intimidation) checks made against this creature have advantage. If the creature subsequently is no longer incapacitated or bound, it can move away from the pit. The ritual pit of flame has no effect on creatures that are resistant or immune to fire damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pity of Acherus\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. Alternatively, when you cast this spell you can make a melee spell attack roll against an undead creature within your reach. On a hit, the undead takes 3d10 radiant damage.\nThis spell has no effect on constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. If used against an undead, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pixie Storm\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a handful of glitter\nDescription: You point at a creature within range, and they are assailed with a magical storm of glitter. They must make an Intelligence save or take 1d6 psychic damage and be confused, unable to take reactions until the start of their next turn.\n\nAt Higher Levels. The spells 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: Pixie's Gale\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash forth a small but incredibly tumultuous cyclone of air, violently throwing back creatures and loose objects within range. Each affected creature of Large size or smaller must make a Strength saving throw. On a failed save, a creature or object is pushed back up to 15 feet away from you and is knocked prone. If a creature or object's path of movement is obstructed by a solid wall or other surface while being pushed this way, it takes 2d6 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, affected creatures are pushed an additional 10 feet and collisions deal an additional 1d6 bludgeoning damage for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pixies's Blade\nLevel: 2\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: M\nMaterial cost: a melee weapon\nDescription: Glimmering dust shrouds your weapon until you hit a target with an attack roll with that weapon. If you hit a creature with this spell activated, the creature takes 2d8 psychic damage in addition to your normal weapon damage or be subject to one of three saving throws and effects that is determined by a d3 roll, as shown below:\n1. The creature must succeed on a charisma saving throw or become inflicted with a wave of tiredness and magically-induced lethargy, rendering them incapacitated for 1 minute until the creature takes damage. Undead and creatures immune to being charmed aren\u2019t affected by this spell and must reroll the d3, but must use the new roll.\n2. The creature must succeed on a wisdom saving throw or become induced by a confusion from the faerie magic the pulsates within the essence of the glimmering dust, causing them to need to make a saving throw at the start of their turn or they have disadvantage on all attack rolls for 1 minute. They may make a wisdom saving throw at the start of each of their turns to suspend the effect. On a successful save, the spell's effect ends on them.\n3. The creature must succeed on a constitution saving throw or rise up vertically up to 10 feet, and remains suspended there for 1 minute. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The target has advantage on this saving throw if they are a Large creature or larger. On a successful constitution saving throw, the creature is unaffected. They may make a constitution saving throw at the end of each of their turns to suspend the effect.\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: PK Fire spell)\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: Caster throws a bolt of fire at a target within range. Make a ranged spell attack against a creature to create a small pillar of fire that disrupts and hinders movement. On hit, target creature takes 1d6 fire damage, and 5 foot pillar of fire bursts from where the bolt of fire hit. The pillar of fire is considered difficult terrain for large creatures and smaller, and takes half a creatures movement to pass through or leave. Upon entering the pillar of fire creatures take 1d4 fire damage and take another 1d4 fire damage if they end their turn there. Attacks of opportunity are made at disadvantage for creatures in the Pillar of fire. Lasts until the start of the casters turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher increase the damage of the initial attack by 1d6 and the pillar of fire by 1d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Placebo\nLevel: 1\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: Phial of snake oil costing 1gp, consumed by the spell\nDescription: You touch 1 willing creature, rubbing snake oil on their skin. That creature gains 1d8 temporary hit points for the duration of this spell.\nWhen casting this spell, choose one of the following conditions: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. This condition is suppressed for the spell's duration, having no effect until the spell ends, at which point the condition resumes if its original duration had not already expired.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it grants an additional 1d6 temporary hit points gained by 1d6 and suppresses 1 additional condition for every slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Plague Blast\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d6 poison damage and have disadvantage on their next attack roll.\nThis spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th (4d6) level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Planar Arrow\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Ranger, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: a piece of clear crystal\nDescription: The caster touches a batch of 20 arrows and infuses them with power from the astral plane.\nThe infused arrows are invisible as soon as they are fired and deal force damage instead of the normal damage type. As such they do not reveal your location if the target you hit falls to 0 hit points. \nThese arrows are also able to injure beings in the astral plane but you can still only target them if you have a way of seeing into the astral plane.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target an additional 5 arrows for every spellslot above the 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Plasma Bolt\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.\nThis spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pleasant Breeze\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: S\nDescription: Choose one creature within range. For the duration of the spell, a cool breeze of air blows against that creature, providing it with advantage on saving throws against exhaustion caused by heat or humidity, and a +2 bonus to saving throws against gasses or inhaled poisons. This spell immediately ends if you cast it again before its duration ends.\nYou can affect one more creature with a single casting of this spell at 5th level (two creatures), 11th level (three creatures), and 17th level (four creatures)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Plumbophoresis\nLevel: 5\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: 20 gp worth of pure gold, which the spell consumes\nDescription: You cause a cube of lead, 5 feet on a side, to appear in an unoccupied space you can see within range. On your turn, you may use your bonus action to cause the cube to move up to 15 feet in a straight line in any direction. If the cube is in mid-air at the end of the move, it immediately plummets to the ground.\nIf a creature gets caught in the path of the lead cube's movement, it must make a Dexterity saving throw to attempt to dodge to an adjacent unoccupied space. On a successful save, it evades the cube and moves to the adjacent unoccupied space; this movement does not provoke attacks of opportunity. On a failed save, it is pushed to the end of the cube's path. If a creature that fails the saving throw gets crushed between the cube and another surface, such as a wall or floor, it takes 8d6 bludgeoning damage and becomes restrained until the cube moves or disappears. If the creature is Huge or larger, it doesn't get pushed or restrained by the cube.\nAt the end of the spell's duration, the lead cube crumbles into dust."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poe Reprise\nLevel: 0\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You hurl two spheres of violet-colored poe flame. For each of the poe flames you create, you can either target one creature in range, or any open 5-foot-space on the ground or in the air that is in range. If you target a creature, it must succeed on a Dexterity saving throw or take 1d4 necrotic damage.\nIf you target an open 5-foot-space, the poe flame flies to that space and continues to hover there until the end of your next turn. Any creature that enters the poe flame's space must make a Dexterity saving throw or take 1d4 necrotic damage. The flame is destroyed regardless of the saving throw result.\nIf there is a non-destroyed poe flame in range when you cast this spell (either created by your previous casting of poe reprise or another source), you can target it as if it was a creature. If you target one of these previously-created poe flames with a new poe flame, they hit one another and both explode; any creature within 5 feet of at least one of these explosion points must succeed on a Dexterity saving throw or take 3d4 necrotic damage. (If you detonate several poe flames in your turn, they all count as one explosion. A given creature doesn't need to make multiple saves in one turn, nor take this damage twice.)\nAs your level increases, you can create additional poe flames with one cast of this spell. You can create three flames when you reach 5th level, four flames when you reach 11th level, and five flames when you reach 17th level.\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poison Bolt\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a bolt of toxic energy from your fingertips. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.\nAt Higher Levels. 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: Poison Matrix\nLevel: 7\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison. Each creature in the area must make a Constitution saving throw. A creature takes 7d10 poison damage and becomes poisoned for 1 minute on a failed save. On a successful save, a creature takes half damage and isn't poisoned. A poisoned creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poison Mist\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A poisonous berry or fruit\nDescription: You raise your hand and evoke a 10-foot radius sphere of poisonous purple mist at a point you choose within range that you can see. The gas spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 2d4 poison damage and becoming poisoned for one minute on a failed save, or half as much and not becoming poisoned on a success. A creature poisoned by the mist of this spell takes 1d4 poison damage at the start of each of their turns. A creature can avoid the effects of this spell if they hold their breath or don't need to breathe.\nWhen the spell ends, the cloud continues to linger for a brief moment, its effects persisting until the start of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature poisoned by this spell takes 2d4 more poison damage at the start of each of their turns for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poisoned Blade\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: M\nMaterial cost: a weapon\nDescription: You coat your weapon with a deadly poison created by magic. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the normal effects, takes an extra 1d6 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nThis 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: Polar Ray\nLevel: 8\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small, white ceramic cone or prism\nDescription: A blue-white ray of freezing air and ice springs from your hand and towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 12d6 cold damage and must succeed on a Constitution saving throw or be frozen solid until the start of your next turn. A creature who is frozen solid by this spell is petrified (as the condition); however, instead of receiving resistance to bludgeoning and fire damage, the target has vulnerability to those damage types. In addition, when the effect wears off, the target suffers one level of exhaustion.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the effect lasts for 1 minute (requiring concentration to maintain). A creature affected by polar ray can make a new Constitution saving throw at the end of each of its turns, ending this effect on a success. On a failed save, the target suffers another level of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Polarize\nLevel: 1\nSchool: Illusion (Ritual)\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: When the spell is cast, you must have contact with a creature. The creature feels as though they have suddenly been flipped upside down causing their body to feel distorted. They must make a constitution saving throw or suffer 1d4 psychic damage every minute for the duration. In addition, if the target is hit my a cold spell, the spell deals an extra 1d6 force damage as the cold causes the blood of the target to slosh around violently.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for every spell level above 1st, and the damage from cold spells is increased by 1d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pomodoro\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60-Feet Radius Sphere\nDuration: 1 Hour\nComponents: V\nDescription: Each creature of your choice within range is immune to the effects of exhaustion for the duration of the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poof\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take In Response To A Hostile Creature Moving Within 10 Feet Of You\nRange: Self\nDuration: 1 Round\nComponents: V\nDescription: A momentary poof of smoke obscures you, and as it clears you appear to have disappeared into thin air. You become invisible until the end of your next turn.\nYou cannot cast this spell if you cast it during the previous round"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poof, Variant\nLevel: 4\nSchool: Illusion\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, When A Hostile Creature Moves Within 10 Feet Of You.\nRange: Self\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a small flask of campfire ash and ground charcoal\nDescription: You briefly vanish as a momentary puff of smoke obscures you. Until the end of your next turn, a 5-foot cube occupying the space in which you cast this spell becomes lightly obscured, and you become invisible for the same amount of time.\nYou cannot cast this spell if you have already cast it during the previous round.\nAt Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the duration of both the smoke and the invisibility effect last an additional round for each level beyond 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pool of Acid\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a lemon\nDescription: You create a bubbling pool of corrosive acid. The pool appears on solid ground within range and lasts for the duration. The pool has a 40ft diameter and is difficult terrain.\nWhen the pool appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d6 acid damage, or half as much on a success. Whenever a creature enters the pool for the first time on a turn or ends its turn there, they must repeat the save.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Porghum's Painful Pun\nLevel: 3\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You make a horrid but insightful play on words. Up to three target creatures within range that can understand you must make a Wisdom saving throw or develop an incredibly painful headache. Creatures that can't be charmed automatically succeed on this saving throw. On a failed save, a creature takes 4d4 psychic damage and gains one level of exhaustion for the duration. In addition, if a target\u2019s Intelligence score is 11 or higher, it diverts all attention towards you and cannot take actions or reactions that do not directly involve dealing damage to you for the duration.\nAt the end of each of its turns, a creature affected by this spell may remake the saving throw, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for each slot level above 3rd. The spell also deals 1d4 additional damage for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Porte \u00c8carlate\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Caster's Blood\nDescription: You have learned the profane blood magic and the infamous dark arts. You can now teleport freely within a certain range depending on the amount of blood that you sacrifice.\nWhenever you cast this spell, you take Xd10 necrotic damage that cannot be reduced in any way (X is whatever number you choose). After you take the damage, you teleport yourself or an object or creature of your choice to your chosen location within a range of 10X feet. This teleportation ignores all obstructions.\nAt Higher Levels. At 20th level, you can teleport a number of people or objects equal to your spellcasting ability modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Portent\nLevel: 2\nSchool: Divination\nClasses: Druid, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S\nDescription: You speak a word of omen to a creature you can touch, granting it instinctive insight into its own death. For the duration, the target can add its proficiency bonus to its death saving throws"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Positive Energy Aura\nLevel: 4\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You project an aura of positive energy that makes healing more effective. Do not cast it while fighting trolls.\nFor the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration; but not a long or short rest).\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the healing increases by 1d8 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Positive Energy Blast\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a holy symbol of a good deity\nDescription: You point your finger and poke open a brief hole to the positive energy plane at a point within range that you can see, causing a flood of positive energy to explode forth. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw, taking 6d6 radiant damage on a failed save, or half as much on a success.\nUndead have disadvantage on this saving throw. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Positive/Negative Energy Zone\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: diamond dust worth at least 100 gp, which the spell consumes\nDescription: When you cast this spell, choose positive or negative energy. A 20-foot radius circle appears centered on a point or object of your choice, within the spell's range. The area within the circle is flooded with the type of energy you have chosen, suppressing the existence of the other type of energy in that area.\nIf you choose negative energy: When necrotic damage is dealt in this area, maximize it(consider all rolled dice as the maximum value), and whenever a creature regains hit points or deals radiant damage in this area, minimize the amount of hit points restored and the amount of radiant damage dealt(consider all rolled dice as the minimum value).\nIf you choose positive energy: When necrotic damage is dealt in this area, minimize it(consider all rolled dice as the minimum value), and whenever a creature regains hit points or deals radiant damage in this area, maximize the amount of hit points restored and the amount of radiant damage dealt(consider all rolled dice as the maximum value)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Post\u2019s Glaring Optic\nLevel: 3\nSchool: Divination\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small gem, worth at least 25 gp, that shatters when the spell ends\nDescription: You create an invasive arcane sensor to study the anatomy of a creature within range. Make a ranged spell attack against the target. On a hit, an invisible sensor appears within it for the duration.\nWhen you cast this spell and as a bonus action on each of your subsequent turns, you can cause the sensor to deal radiant damage to the target equal to 1d4 + your spellcasting ability modifier, or use it to learn one piece of information of your choice. This information can either be the target's resistances, vulnerabilities, damage immunities, condition immunities, or current hit points.\nWhen the spell ends, the sensor shatters in a brilliant flash near the target\u2019s eyes. The target must make a Constitution saving throw. On a failed save, it takes 3d6 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and isn\u2019t blinded."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power\nLevel: 8\nSchool: Evocation (Ritual)\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: A pearl worth at least 500gp\nDescription: The target gains 8d12+10 power. The target can use 1 power to deal 1 necrotic damage to any creature in 30 feet as an action, you can use additional power to deal extra damage. The attacked creature makes a con save, on a successful save, it takes half damage. Alternatively, you can negate damage in this way as a reaction. also, you can use 2 power to give a +1 bonus to any strength, constitution, or spellcasting ability check or constitution save(no action required). It can use more power up to 20 at once in this way. The spell ends when you use all the power."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Beam\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a weapon\nDescription: You project a beam of force from the melee weapon used as a material component for this spell. Make a ranged spell attack against a target within range, dealing 1d8 force damage on a hit.\nAt Higher Levels. When you reach 5th level, you can use your innate skill to enhance the beam's power, adding your spellcasting modifier to the spell's damage.\nThe beam projected by this spell also deals more damage as you reach higher levels, dealing an additional 1d8 force damage when you reach 11th level (2d8) and 17th level (3d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Bolt\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 600 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A brilliantly shining white bolt of energy flashes from your hand and flies towards a creature or object within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 20d6 force damage and is stunned until the end of your next turn. A creature reduced to 0 hit points by this spell dies instantly, vaporized by the unrelenting power of this spell.\nAs an action on each of your turns until the spell ends, you can hurl another bolt of energy"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Chord\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Ft\nDuration: Instananeous\nComponents: V, S, M\nMaterial cost: a pick\nDescription: With the scream of a power cord, a thunderous riff erupts from you. Each creature that can hear you within range must succeed on a Constitution saving throw or take 1d6 thunder damage. The powerful sound you produce can be heard up to 100 feet away.\nThe spell\u2019s 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: Power Within\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You envelop your body with deep red flames, increasing your own attack power. For the duration of the spell, you gain a +2 bonus to all damage rolls you make.\nThis comes at a cost, however: At the beginning of each of your turns, the heat of the flames burns you, dealing to you 1 fire damage that can't be reduced or negated by any means.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage bonus increases by 2 and the damage dealt to yourself increases by 1 for every slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Bind\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 120-Feet\nDuration: Permanent\nComponents: V, S, M\nMaterial cost: a pristine rough diamond of at least 5,000 gp, a silver-encrusted peacock feather, and a woven silver chain, which are consumed by spell\nDescription: You weave a web of complex magical energy, trapping the target creature in an ethereal prison. The creature must be visible and within range.\nTarget creature must make an intelligence saving throw. If it fails the check, it becomes trapped in a prison dimension. The creature remains imprisoned until freed by spells such as wish or divine intervention, or until it meets a specific condition you set. If the condition is not met, the creature will remain trapped indefinitely.\nYou can set release conditions, which can include Herculean tasks, magical deals, or other goals. When the condition is met, the creature will be released and return to its original location, or the location you specified at the time of casting."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Bleed\nLevel: 8\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that causes the blood of one creature you can see within range to burst forth. If the target has 100 hit points or fewer, it is subject to massive bleeding, taking half its current hit points in damage up to a maximum of 50.\nOtherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed, is undead or a construct, or has no substance in its body that is the equivalent of \u201cblood\u201d (for instance the Warforged \u2018blood-like\u2019 fluid).\nWhile the target is affected by bleeding, any terrain around it in a radius of 5 feet becomes difficult terrain at the end of the target's turn due to the growing pool of blood. The target also has disadvantage on attack rolls and ability checks, and saves. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering from bleeding (or any creature within touch range of the target) can, on its turn, take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing of 6th level or higher."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Break\nLevel: 9\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A piece of the target's body, such as a finger, toe, or eye, which is consumed\nDescription: Select a target creature within range. You point and shout a loud word of power at the creature, invoking the unseen forces of necrotic power to tear them from within. The target makes a Wisdom saving throw. If the target fails, it begins to violently convulse as its soul is torn out of its body and subsequently destroyed, leaving only the corpse. It cannot be revived by any magic short of the wish spell. A creature with more than half their maximum hit points automatically succeeds this saving throw.\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Wizar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Crash\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter a series of strange words which can remove a creature within range from the matrix of reality itself. Roll a d20. On a roll of 1, you become the target of this spell. If the target has 150 hit points or fewer, the creature and all non-magical equipment being worn or carried by it is enveloped in a flash of digital effects and erased from reality. Otherwise, the spell has no effect. A creature or piece of equipment removed from reality by this spell can be recovered by no means short of a wish spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Exile\nLevel: 9\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can banish a creature within range from this plane of existence. If the target has 50 Hit Points or fewer, it's banished from your current plane of existence, disappearing with a faint popping noise. If the target is native to a different plane of existence than the one you\u2019re on, it returns to its home plane. If the target is native to the current plane of existence, it is banished to a random one. A creature banished by this spell cannot return to the current plane of existence before 1000 years have passed by any means short of a wish."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Explode\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can compel a creature within range to violently explode. If the target has 50 hit points or fewer, it dies and all creatures within a 20 foot radius take 10d10 force damage. All non-magical equipment being worn or carried by the target is also destroyed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word False\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can compel the hands of fate to revert. Any expenditures made by the target creature since the start of its last turn are reverted, replenishing any expended spell slots of 8th level or lower, class features, or action modifications like Extra Attack or Action Surge. This effect does not change the effect or outcome of any actions or expendatures made, such as the effects of a spell cast, or the damage dealt by any attacks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Forget\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter a word of power that can compel one creature you can see within range to forget an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. If the creature you choose has 100 hit points or fewer, it permanently loses all memory of the event. Otherwise, the spell has no effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Freeze\nLevel: 8\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until Dispelled\nComponents: V\nDescription: You utter a word of power that flash-freezes one creature you can see within range. If the creature you choose has 200 hit points or fewer, a mass of ice appears and encases it, causing that creature to be restrained. Otherwise, the spell has no effect.\nThe restrained creature must make a Strength saving throw at the end of each of its turns. On a successful save, it breaks out of the ice and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Obliterate\nLevel: 9\nSchool: Enchantment\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can obliterate all traces of a weak or weakened creature within range. If the target has 10 hit points or fewer, it crumbles into dust which disappears shortly after. If the target had a soul, it no longer exists"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Peace\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power which compels everyone around you to lose all sense of hostility. Each creature within this spell's range with 100 hit points or fewer is charmed by each other creature also affected by this spell. If less than two creatures are successfully charmed, this spell has no effect. A charmed target must make a Wisdom saving throw at the end of each of its turns. The condition ends on a successful save or when the creature is targeted by an attack or harmful effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Recharge\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Bard, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A magic item\nDescription: You sit down to have a serious pep talk with your magic item. It regains a single charge.\nYou may prepare this spell and cast it as a reaction, in reaction to a magic item running out of charges. This occurs before any effects would occur as a result of reaching 0 charges, such as a wand breaking."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Save\nLevel: 9\nSchool: Abjuration\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A white feather, representing a symbol of hope and protection and a crystalline tear, representing pure emotion and compassion, which are consumed by spell\nDescription: You invoke a powerful enchantment that reverberates across the battlefield, granting your allies unparalleled protection. A glowing, pulsing aura descends from the heavens and surrounds all creatures of your choice within 120 feet for the spell's duration for as long as you maintain your concentration, bolstering your defenses and giving you a chance to escape imminent danger.\nBlessed creatures instantly receive protection against various adversities such as supernatural breath to not be contained and remain standing, mind armored against evil among other divine benefits. Receiving:\nFatigue Immunity: While the spell is active, affected allies are immune to exhaustion caused by environmental conditions or magical effects.\nSpell Resistance: Affected allies have spell damage resistance for the spell's duration.\nProtection from Mind Control: Affected allies are immune to mind control effects, such as enchantments and illusions aimed at manipulating or controlling them.\nVital Empowerment: Affected allies regain 35 hit points at the end of each of their turns for the spell's duration.\nExtended Casting: The spell's duration can be extended to up to 1 hour, provided the caster expends half of their spells slots and maintains concentration.\nThis is a real boon in desperate situations and can be the difference between life and death for your allies. However, this protection is intense and requires continuous concentration to keep it active. The spellcaster must keep his mind focused and resilient to sustain the Power Word Save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Sit\nLevel: 7\nSchool: Enchantment\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can compel a creature within range to take a seat. If the target has 200 hit points or fewer, it falls prone and its speed becomes 0. Otherwise, the spell has no effect. This spell has no effect on undead or creatures immune to being charmed.\nThe seated target must make a Charisma saving throw at the end of each of its turns. On a successful save, this effect ends. If the target is a beast, it has disadvantage on the saving throw"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word Sleep\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that can compel a creature within range to sleep. If the target has 100 hit points or fewer, it falls unconscious. Otherwise, the spell has no effect on it. Undead aren\u2019t affected by this spell.\nThe unconscious target must make a Constitution saving throw at the end of each hour passed or whenever it takes damage. On a successful save, they regain consciousness"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word: Soup\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of tea\nDescription: Create a 40 foot cube, and call upon a rain of tea from the sky. All enemies within the radius must make a Charisma saving throw. On a Failure, they take 8d8 psychic damage, and continue to take 1d8 damage at the beginning of their following turns. The enemies can make this saving throw again at the end of their turn. On a success, they take half damage, and do not take ongoing damage. Allies within the radius also gain 1HP +Spellcasting Modifier Temp HP at the beginning of each of your turns.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage by 1d8 for the initial damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Powerful Punch\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: V, S\nDescription: You spend time concentrating an amount of energy in one of your hands. The next time you hit a creature with an unarmed strike before the spell ends or you lose concentration, the energy flows by your hand and explode on your target.\nYou cause force damage with your unarmed strike, instead of its normal damage and is pushed 10 feet back. In addition, the target must succeed on a Strength saving throw, or is also knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Powerful Strike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Ft\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: melee weapon\nDescription: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target must make a Constitution saving throw or be pushed 10 feet away from you.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the push distance increases to 20 feet. Damages increase by 1d8 at 11th and 17th level. Distance increases by 10 feet at 11th and 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Powerstride\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V\nDescription: Your body becomes super enhanced, reaching speeds that can kill others. For the duration of the spell, you gain the following benefits.\nYour movement speed doubles, however, you can only take the Dash action.\nOpportunity attacks cannot be made against you.\nWhenever you move past a creature's space that you were directly beside, they must make a Constitution saving throw, taking 2d6 force damage on a failure. They cannot be forced to make this saving throw more than once every turn.\nWhen the spell ends, a wave of lethargy passes over you, causing you to be stunned until the start of your next turn.\nAt Higher Levels. When cast at 4th level or higher, increase the force damage by 1d6 for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prayer of Protection\nLevel: 4\nSchool: Abjuration\nClasses: Paladin\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: Choose up to six willing creatures within range. For the duration, each creature you choose gains a +2 bonus to its AC"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prayer of Strength\nLevel: 4\nSchool: Abjuration\nClasses: Paladin\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: Choose up to six willing creatures within range. For the duration, each creature you choose deals 2d6 additional damage whenever it hits with a melee attack"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Precipice Blade\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Ft. (5 Ft. Square)\nDuration: Instantaneous\nComponents: S\nDescription: You strike the ground, summoning a 10 ft. tall spike of earth underneath the target. Choose one 5 ft. square up to 60 ft. away from you. A creature standing in space must make a Dexterity saving throw. If it cannot move to another space 5 ft. away from where it is currently standing (This direction cannot be diagonal), it automatically fails this save, while creatures with tremorsense have advantage on this saving throw. The target takes 1d10 piercing damage on a failed save, or half as much on a successful one. Regardless of the result of the save, the creature is moved 5 ft. from the space in a direction of its choosing. The spike of earth remains where it was summoned as if occurring by natural means. It can be destroyed (HP 4d10), but if another spike is created the previously made one disappears back under the ground, even if the majority of it was destroyed.\nThis spell's range of effect increases to a 10 ft. square and a 20 ft. spike at 11th level. The piercing 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: Precise Strike\nLevel: 0\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 4 Rounds (Read The Spell Description)\nComponents: V, M\nMaterial cost: a weapon worth at least 5 sp\nDescription: As part of the action used to cast this spell, you must make a weapon attack with a weapon against a creature within range, otherwise the spell fails. This attack is made at advantage.\nThe duration of the spell increases as you gain levels in this class: 2 rounds at 5th level, 3 rounds at 11th level and 4 rounds at 17th level. Only the first attack in each round is made at advantage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Precognitive Perception\nLevel: 4\nSchool: Divination (Ritual)\nClasses: Cleric, Wizard\nCasting time: 1 Action; Or Alternatively, 1 Reaction When A Creature Makes An Attack Roll Against You.\nRange: Self\nDuration: Concentration, Up To 10 Minutes; Or Instantaneous\nComponents: V, S, M\nMaterial cost: an empty scroll\nDescription: You begin to channel and see into the weave of time itself and attempt to discern future events. Choose one: Your GM tells you about one future enemy, a nearby locale of upcoming interest, or the name of a person of future public interest. This information appears scrawled on your scroll in a language or script, of your choice, you can understand. The spell doesn\u2019t take into account any possible circumstances that might change the outcome, such as local changes or the loss or gain of a person of interest. Once this ritual is complete, you gain +2 Passive Perception and +1 AC for the next 3 hours - it cannot be used again, even as a reaction, until a day has passed.\nIf used as a reaction, this spell ignores the Concentration and Ritual tags. Your precognitive sense becomes alerted to the upcoming danger. You temporarily gain +3 AC until the end of the attacking creature's turn and cause the attacking creature to re-roll the attack at a disadvantage. Once this spell is used as a reaction, it cannot be used for the next 3 hours as anything other than a reaction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pressure Sphere\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Design Notes: I. This spell was adapted from the spell of the same from Stormwrack. II. You may choose to replace every mention of bludgeoning damage with Water Damage if you are going by the water damage variant rule.\nthe water surrounding a target suddenly takes on the terrible, bone-crushing pressure of the deepest ocean trenches. The target must make a constitution saving throw and take 4d6 bludgeoning damage on a failed save and half as much on a successful save. The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep. The spell must be centered at or below the surface of the water.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage dealt increases by 1d6 bludgeoning damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prismatic Barrier\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Ft.\nDuration: See Description\nComponents: V, S\nDescription: For a brief time, you protect yourself and allies from damage. Upon casting prismatic barrier, a spinning flux of light projects 30 feet straight from you, casting a shield of light on you and allies it touches. The shields shed bright light in a 5-foot radius and dim light for an additional 5 feet, as well as granting temporary hit points equal to double the spell slot level used. The flux of light returns to you in a straight line at the start of your next turn. You and any allies the light touches gain temporary hit points equal to double the spells slot level used. Temporary hit points gained last until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained are equal to double the spell slot level used.\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the League of Legends franchise, and/or include content directly affiliated with and/or owned by Riot Games. D&D Wiki neither claims nor implies any rights to League of Legends copyrights, trademarks, or logos, nor any owned by Riot Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prismatic Bow\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Up To An Hour, Can Be Dispelled Early.\nComponents: V, S, M\nMaterial cost: A arrow head shaped gemstone of the colour you wish to cast. Gemstone must be worth 50gp.\nDescription: A magical Longbow appears in your hands. It appears to shimmer with the colors of the rainbow before settling onto the color of the gemstone you used.\nThis longbow magically supplies its own arrows that, when fired by you, deal 3d8 Piercing damage on a hit.\nYou are also able to imbue the arrows with greater damage depending on the color gemstone used.\nBy expending a level 2 spell slot or greater as a bonus action the drawn arrow takes on a deeper color to match the bow. On a hit the arrow inflicts it's normal 3d8 damage with added effect of the corresponding color below.\nProperties[edit]\nRed: Make a dexterity saving throw, take 6d10 fire damage on a fail, or half as much damage on a success.\nOrange: Make a constitution saving throw, target beings to petrify as if by flesh to stone on a fail, has no effect on a success. Can be reversed by a Greater Restoration or 5th Level Dispel Magic.\nYellow: Make a dexterity saving throw, take 6d10 acid damage on a fail, or half as much damage on a success.\nGreen: Make a constitution saving throw, become poisoned for 3d10 damage at the start of their turn on a fail, or no effect on a success. Repeat saving throw at the end of their turn with a success curing the poison.\nBlue: Make a dexterity saving throw, take 6d10 lightning damage on a fail, or half as much damage on a success.\nIndigo: Make an intelligence saving throw, target is subject to long-term madness on a fail, no effect on a success.\nViolet: Make a charisma saving throw, target is sent to another plane as if by banishment on a fail, no effect on a success.\nIf you let go of by the weapon it loses its brilliance. It turns dull black and functions as a normal longbow until the you come into contact with it again and it shimmers back to life or until the duration ends and it disappears"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Produce Electricity\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, See Below\nComponents: S\nDescription: You create an arc of electricity shooting out of your hand or finger toward a point within range, producing one of the following effects:\nYou shock a target within range. That target must make a Constitution saving throw, taking 1d8 lightning damage on a failed save, or half as much on a success.\nYou send a jolt of electricity into a target within range, or two targets within 5 feet of eachother. Each target must make a Constitution saving throw, taking 1d4 lightning damage on a failed save.\nYou can also manipulate the arc generated by this spell for more benign intentions, producing one of the following effects:\nYou cause a point within range to continually emit sparks for up to 1 hour. The sparks emit bright light to a distance of 10 feet and dim light for further 10 feet.\nYou cause the arc to emit a series of electronic tones with timbre, pitch, and tempo as you designate for up to 1 minute.\nYou cause the arc to bend, wobble, and shift in shapes you designate for up to 1 minute.\nYou create electrical scorch marks on a surface within range that fits within a 10-foot square, in shapes as you designate. The marks fade after 1 hour, or until you dismiss them.\nYou magically give power to an electrical device. This power lasts for up to 1 minute.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Progression: H.A.V.O.C.\nLevel: 8\nSchool: Transmutation\nClasses: Bard, Shadowcaster, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a diamond cut to 10,000 by an elven silk magic scarf, which is consumed by the spell\nDescription: You compel an advanced transmutation that grants the target a powerful physical and magical state of enhancement. H.A.V.O.C. is an acronym for Handiness, Agility, Vigor, Omnipotence and Consciousness, representing the enhancements this spell grants to the target touched by the caster.\nWhen casting the spell, the caster touches the target and channels arcane-transmuter energy, triggering a magical surge of physical and mental changes. The target is affected by the following enhancements:\nHandiness: All attack rolls, skill checks, and saving throws of the target have a +5 bonus while the spell is active.\nAgility: The target's movement speed is increased by 60 feet, allowing it to move with extreme agility for the duration of the spell.\nVigor: The target gains resistance to all types of damage and regenerates 20 hit points at the start each turn while the spell is concentrated.\nOmnipotence: The target temporarily gains an almost instantaneous knowledge and understanding of all languages and arcane knowledge. He can also cast any spell of higher level 3 or lower as a bonus action on each of your turns, without expending spell slots.\nConsciousness: The target gains temporary access to all of its past memories and accumulated knowledge. He gains advantage on all intelligence and wisdom checks while the spell is active."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Projected Ward\nLevel: 2\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet (20 Foot Sphere)\nDuration: 8 Hours\nComponents: V\nDescription: You create a ward and project it to cover up to 5 allies within range. Each target receives a ward that has 1d6 hit points. This ward does not take into account damage reductions such as resistances and immunities. If the target's ward absorbs damage to the point of having 0 hit points left, the ward does not dissipate until the spell ends. If you cast an abjuration spell, all wards created by this spell regain hit points equal to 2 * the level of the spell cast to a maximum of 6 hit points. If you cast this spell again at the same level before the previous spell ends, you can cause all of the targets of the initial casting to have their wards refreshed to their maximum hit points instead of casting the spell normally.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wards start with an additional 1d6 hit points and increase their maximum by 6 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Projectile Protection\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of shell from a tortoise or a turtle\nDescription: For the duration, the willing creature you touch has resistance to bludgeoning, piercing, and slashing damage from nonmagical ranged weapons"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Projectile Sense\nLevel: 2\nSchool: Divination\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: The creature you touch gains a modicum of protection from ranged attacks for the duration of this spell. Creatures that the target can see at least half of have disadvantage on ranged weapon and spell attacks against the target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Projectile Style\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Paladin, Ranger, Wizard\nCasting time: 1 Action.\nRange: 30 Ft\nDuration: 1 Minute\nComponents: V, S\nDescription: This spell when activated, gives you resistance to magical projectiles\nWhen you activate this spell, you are imbued with a bluish aura, your eyes begin to emit a faint blue trail. When you cast this spell, choose a creature within range. They gain resistance to damage dealt by nonmagical projectiles. It offers no protection against magical projectiles.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain resistance when you are hit by a magical projectile. When you cast this spell using a spell slot of 6th level or higher, when you are hit by a projectile, the person who hit you with the projectile must make a Dexterity check or take damage equal to the amount of damage you took."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Promised Walk of Peace\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Ranger, Warlock\nCasting time: 1 Action\nRange: Self (30 Ft Radius)\nDuration: 1 Minute\nComponents: V, S\nDescription: You hobble all creatures within range. Each affected creature must make a Constitution saving throw, having their speed halved on a failed save. A creature affected by this spell may reattempt the Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DC for the saving throw increases by 1 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Negative Energy\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes.\nComponents: V, S\nDescription: You protect a creature against negative energy.\nFor the duration, the willing creature you touch has resistance to necrotic damage, and advantage on saving throws against effects that would reduce its hit point maximum, such as a wight's Life Drain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Projectiles\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a buckler or shield\nDescription: Protect several creatures from projectile damage.\nYou touch up to two creatures. A spark fires as you touch either of them, and a soft yellow glow surrounds them. For the duration, these creatures are resistant to nonmagical bludgeoning, piercing, and slashing damage dealt by projectiles and thrown objects.\nAlso for the Duration, you can use your bonus action and/or reaction to reduce nonmagical projectile damage dealt to one of the creatures by your spellcasting modifier (to a minimum of 0 damage taken)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Spells\nLevel: 8\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a diamond worth at least 500 gp, crushed and sprinkled on each target\nDescription: You raise an aura of magical protection around a number of creatures you choose less than or equal to your spellcasting ability modifier (minimum 1). For the duration, each affected creature has advantage on saving throws against magic and magical effects, and has resistance against damage from magical sources"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protective Barrier\nLevel: 1\nSchool: Abjuration\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a halfbrick\nDescription: You conjure a wall of force in range measuring five feet tall, one foot thick, and ten feet long for allies to take cover behind. The wall is opaque from one side, of any color you choose. The wall has an AC of 15, 30 hit points, and resistance to piercing and slashing damage from nonmagical weapons.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the height and length of the wall both increase by 5 ft. for each slot level above 1st. When you use a spell slot of 4th level or higher, the duration becomes 1 hour, the spell doesn't require concentration, and the wall's hit point total increases to 50"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protector's Mark\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Paladin, Ranger\nCasting time: 1 Bonus Action\nRange: 90 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a lucky trinket representing a god\nDescription: You choose a creature you can see within range and mystically mark a ward upon it. Until the spell ends, you reduce the damage the targeted creature takes by 1d6, but you take an amount of damage equal to the damage taken by the marked creature minus 1d6 (minimum of 1). The damage dealt to you is the same damage type dealt to the marked creature. If the marked creature drops to 0 hit points while this spell is in effect but not killed outright, you may move the mark to another creature within range. Alternatively, you may cause the marked creature reduced to 0 hit points to be stabilized, ending the spell. If the caster falls unconscious, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d6 per spell slot used when rolling for reducing the damage of your marked creature and the damage you take when your marked creature takes damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Provoke\nLevel: 2\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a red flag and an air horn\nDescription: You choose a creature you can see within range. You produce bright red colors and loud noises, magically provoking the target to single you out. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be forced to choose you as the target for any attacks it makes for the duration. Each time the affected creature is hit by a creature other than you, it can reattempt the saving throw, ending the effect on itself on a success.\nThis spell has no effect on creatures immune to being charmed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target for every spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prying Eyes\nLevel: 5\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 1 Mile\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A handful of crystal marbles\nDescription: You create a number of semi-tangible, visible magical orbs (called 'eyes') equal to 1d4 + your spellcasting ability modifier. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.\nWhile in individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet, and has a +16 Stealth modifier. It has a Perception (Visual only) modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.\nWhen you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.\nA sample command: \"Surround me at a range of 400 feet and return if you spot any dangerous creatures.\" The phrase \"Surround me\" directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A \"peasant\" that is actually a 'shapchanged' dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.\nAnother sample command: \"Spread out and search the town for Arweth. Follow him for 3 minutes, staying out of sight, and then return.\" The phrase \"spread out\" directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for 3 minutes once it spots him.\nOther commands that might be useful include having the eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.\nIn order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye diasppears.\nIf an eye ever gets more than 1 mile away from you, its instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event,\nThe eyes exist for up to 1 hour per caster level or until they return to you. 'Dispell Magic' can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prying Eyes, Greater\nLevel: 8\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 1 Mile\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a handful of crystal marbles\nDescription: This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eyes's maximum Perception (visual only) is +25 instead of +15"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pseudopod Strike\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of green slime\nDescription: You momentarily conjure a translucent tendril of corrosive ooze extending from one of your hands and use it to lash at a nearby enemy. Make a melee spell attack against one creature within range. On a hit, the target takes 1d4 bludgeoning damage, plus 1d6 acid damage.\nThe spell\u2019s bludgeoning and acid damages increase by 1d4 and 1d6, respectively, when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionbolt\nLevel: 0\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You release a bolt of psionic energy and fire it at the target.\nMake a ranged spell attack against a target within range. On a hit, the target takes 1d6 psychic damage. This spells damage increases by 1d4 if you took any damage last round.\nAt higher levels: When you reach 5th level and again at 11th and 17th levels, the damage for both increases by 1 die. 2d6 and 2d4 at 5th level, 3d6 and 3d4 at 11th level, and 4d6 and 4d4 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionic Anchor\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You attempt to magnetically pull a creature, using yourself as an anchor point.\nChoose a creature within range, that creature must succeed on an Intelligence saving throw or be immediately teleported to an unoccupied space within 5 feet of you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionic Drain\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 60 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Tentacle of an Aboleth\nDescription: Target a creature within range. It must make a Wisdom saving throw, taking 8d6 psychic damage on a failed save, or half as much on a successful one. You gain hit points equal to half of the damage dealt.\nThis spell has no effect if the target's Intelligence is less than 5.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an extra 1d6 damage for every level above 3rd. When you cast this spell using a spell slot of 6th level or higher, you gain hit points equal to the damage dealt rather than half of the damage dealt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionic Kunai\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch a blade that slices the mind. Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.\nThis 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: Psionic Strike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: Using willpower alone, you condense the space around your weapon as you attack.\nMake an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional psychic damage equal to your spellcasting ability modifier.\nThe spell\u2019s 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: Psionic Ward\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: Reaction\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: When you are targeted by a successful attack or spell that deals damage and are about to take damage, you use your reaction use your psychic energy to absorb the damage, up to an amount of 2d6+your spellcasting modifier. Any leftover damage is dealt to your HP.\nWhen you cast this spell using a spell slot of 3nd level or higher, the damage absorbed by this spell increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionova\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You create a psionic shockwave. It strikes a 10 foot radius sphere within range. All creatures in that area must make an Intelligence saving throw. On a failed saving throw, a creature takes 1d12 psychic damage and is knocked prone. On a successful saving throw a creature takes only half as much damage and isn't knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psybeam\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V\nDescription: You fire a beam of psionic energy 60 feet long and 5 feet wide from your eyes. Each creature in the line must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much on a successful one.\nAt 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: Psyblast\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 150 Ft\nDuration: Instantaneous\nComponents: S\nDescription: You cause a blast of psionic energy at a point you choose within 150 feet of you. A wave of psionic energy then emanates out from that point in a 20 foot radius sphere that goes around corners. Hostile creatures within that area must make an Intelligence saving throw. On a failure, they take 6d6 psychic damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d6 psychic damage for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psyche Drain\nLevel: 3\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to siphon life force from a sentient creature to slightly heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d4 psychic damage, and the target of this spell must succeed on an Intelligence saving throw. On a failed save, you regain hit points equal to one-quarter the amount of psychic damage dealt, rounded up.\nAt Higher Levels. When you cast this spell using a spell slot of 4 level or higher, the damage increases by 2d4 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psyche Drain, Variant\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You siphon the intelligence as well as some life force from a sentient creature to slightly heal your wounds and fortify your intellect. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d8 psychic damage, and you regain hit points equal to 1/4 the amount of psychic damage dealt, rounded up.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, psychic damage increases by 1d8 per additional level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psychic Attack\nLevel: 0\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attack the mind of a creature within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.\nThis 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: Psychic Hammer\nLevel: 4\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You assault the mind of up to six creatures within range. Each target must make an Intelligence saving throw or take 4d8 psychic damage and be slowed. A slowed creature can make an Intelligence saving throw at the end of each of its turns. On a successful save, it is no longer slowed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psychic Missile\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast a magical projectile made out of psionic energy, that you fire against a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 psychic damage. If you roll a 6 on the spell's damage dice roll, the target also must succeed on a Wisdom saving throw against your spell save DC or become stunned until the start of your next turn.\nThis spell\u2019s 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: Psychic Wrath\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a source of light\nDescription: This spell uses Magic to create small pieces of psychic energy to create lenses that focus light into laser beams that are deadly to even the strongest humans. Smaller pieces droplets are then used as mirrors to redirect the lasers toward the targets. All creatures you choose in 60 feet radius of you must make an Intelligence saving throw. On a failed save, a creature takes 10d6 Psychic damage and 10d6 Radiant damage and is stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psychokinesis\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You fling an object weighing up to 10 pounds within range towards another point within range. Make a ranged spell attack against one target within the spell's range, dealing 1d4 bludgeoning damage on a hit. Alternatively if you use this spell just to lift objects you can lift up to 30 pounds worth of objects and move them at will within range, or you may lift one Small or Tiny creature that you can see within range. If you attempt to move a creature while using this spell make an ability check with your spellcasting ability contested against the creature\u2019s Strength check. If you win the contest, you can move the creature up to 15 feet in any direction and if the creature wins the contest it isn't moved.\nThe spell can fling additional objects when you reach higher levels: two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the objects at the same target or at different ones. Make a separate attack roll for each object. This spell can also lift additional weight at higher levels: 50 pounds at 5th level, 100 pounds at 11th level, and 200 pounds at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psydarts\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You launch four darts of pure psionic energy. Make a ranged spell attack against a target within range for each dart. You may choose the same target or different targets for each dart. A dart deals 1d8 psychic damage on a hit.\nAt Higher Levels When you cast this spell using a spell slot of 3rd level or higher, it generates two additional darts for each slot level above 2nd. Make new attack rolls for each dart"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psyshock\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You overload the body of one creature within range with psychic energy. The target must make a Constitution saving throw, taking 4d6 psychic damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pull of Acherus\nLevel: 3\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Coils of black leap from the shadows, grasping at people, pulling them in. Choose a point of darkness and a creature within range. They must succeed a Dexterity saving throw, or are pulled up to that point of darkness. While the spell is active, you may use a bonus action to do this again.\nCreatures can decide to fail the save, if they wish."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pulling Shade\nLevel: 2\nSchool: Conjuration\nClasses: Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its center. A flying creature has disadvantage on this saving throw.\nAny creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pulse Grenade\nLevel: 2\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet (10-Foot-Radius)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast\nDescription: Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A creature takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one. Any creatures that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Punishing Pitchfork\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: After a quick flourish, you thrust your weapon downward into a small portal. A second portal appears under a creature that you know is within range. In an instant, a magical pitchfork flies upward and strikes the creature. Make a melee spell attack against the target, dealing 1d8 necrotic damage on a hit.\nThis spell\u2019s 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: Purge\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Warlock\nCasting time: 1 Action\nRange: Self (60-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a translucent crystal worth at least 100gp\nDescription: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.\nAll creatures within 60ft (including you) must make Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:\n\n\nCR/Level\nEffect\n\n\nGreater than double your level\nThey have advantage on their saving throws\n\n\nGreater than your level\nThey cannot gain disadvantage on their saving throws\n\n\nLess than half your level (rounded down)\nThey cannot gain advantage on their saving throws\n\n\nLess than one-quarter of your level (rounded down)\nThey have disadvantage on their saving throws\nCreatures who fail all six of their saving throws crumble under the weight of divinity and instantly die.\nAs you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 6. If you do so, you gain a level of exhaustion at the end of your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Purge Evil or Good\nLevel: 9\nSchool: Enchantment\nClasses: Cleric, Druid, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Special\nComponents: V, S, M\nMaterial cost: Either an item the target remembers fondly, such as a childhood memento, or a container with some of the target's blood, such as a Lich's phylactery. A creature that is Unaligned or has no alignment cannot be affected by this spell.\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Enchantment and Abjuration magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(Hold Value 7)\nThe play to end all plays. When you hold the component of choice within the view of the single target the spell affects and speak aloud in the spell's words, your magic attempts to completely rend the soul of the target of its recent life choices. The target must make a Wisdom saving throw, if it fails its alignment changes to the caster's, changing the target completely down to the core of its being. The way it sees the world abruptly changes, including what it thinks about its own memories and experiences. When it first fails this initial save, it spends a minute Stunned recollecting itself from the incredible disorientation of this altered perspective. Every month after it fails the initial save, the target may reattempt the save, ending the effect on a success. After 3 fails, the change is permanent. Any caster of the same alignment as the original (Including the original caster) can cast the spell again without material components as a 9th level spell, also making the effect permanent. A Wish spell can undo this effect, but the caster of the Wish spell can no longer use Wish ever again. A deity can also end this effect and avoid the consequences of doing so for the obvious reason of being a deity.\nVariant\nA Variant version of this spell can exist as well that is called Purge Evil AND Good, with the appropriate difference. It destroys the alignment of the creature, making them True Neutral, and unwilling to continue whatever they were doing as their concern changes to simply surviving. It is otherwise identical to the above spell. Only one version should exist in the campaign"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Purity\nLevel: 9\nSchool: Enchantment\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: A scale from a good-aligned dragon\nDescription: By demonstrating that cliches are not always accurate, you convince the gods to give a creature another chance. Choose a creature within range that has a CR of 17 or lower, an int score of 6 or higher, and has an evil alignment. They must make a Wisdom saving throw or have their alignment changed to neutral good. In addition, they now regard you as a friend.\nThis spell is the bane of a devil's existence, as it steals creatures away from their grasp, so they send retribution your way. When you cast this spell, you must make a Wisdom saving throw. You take 10d10 psychic damage on a failed save, or half as much on a successful one. If you fall unconscious due to this damage, the spell fails, and the creature's alignment is not changed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Purple Haze\nLevel: 9\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A glass ampule worth at least 50 gp\nDescription: The ampule becomes filled with horribly deadly virus that kills indiscriminately. As an action, you cast this spell and select a point within 30 feet to throw the ampule. It then explodes, releasing a purple gas containing the virus, in a 15 foot radius. Any creatures within range of the gas must make a Constitution saving throw. If the creature fails the saving throw, they become infected and begin to decompose. If the creature has less than 100 hit points, they are devoured slowly by the virus and become a pile of organic goo in 30 seconds. If the creature has 100 hit points or more, they take 8d6 poison damage. Creatures that remain within the gas must make the save again and creatures that have already failed the save must make another at disadvantage. Small or tiny creatures that fail the saving throw are devoured and killed instantly. After 1 minute, all traces of the virus are destroyed by any nearby light sources, such as a torch or sunlight. If there is no light to sterilize the area, then the gas will remain within its current space until it is exposed to 1 minute of bright light."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Push\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You blast a creature in range with raw kinetic force. The target must make a Strength save. On a failure, it takes 1d6 force damage and is laterally pushed up to 15 feet in a direction of your choice.\nIf the target would be pushed into terrain it knows is lethal, such as being pushed into a pool of molten rock or over a sheer cliff, it is granted a Constitution save. On a success, it is pushed no further.\nThis 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: Putrid Gale\nLevel: 4\nSchool: Necromancy\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Some zombie flesh\nDescription: Designate a a 40-foot radius, 30-foot high cylinder centered on a point within range. Until the spell ends, a necrotic mist revolves around that area. Any creature other than you which begins its turn in the target area or enters it for the first time on its turn must succeed on a Constitution save or take 4d8 necrotic damage, and its maximum hit points are reduced by half the amount of necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature's maximum hit points can't be reduced below 1 using this spell. On a successful throw, they take half as much damage and their maximum hit points aren't reduced. This spell has a reversed effect on undead, causing them to instead regain 4d6 hit points.\nOn each of your turns after you cast this spell, you can use your action to move the gale up to 20 feet in any direction.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, damage dealt increases by 1d8 and amount healed by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pyre Siphon\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: Instantaneous\nComponents: S\nDescription: You draw the flame or heat from an object or creature within range. If the creature or object is ignited (Such as a torch or a flaming goblin), it is extinguished. If the target is a creature and it is not ignited, it must be a creature who's anatomy involves flame in some way (like a Fire Elemental or a creature made of magma). If such a creature is the target, they must make a Constitution saving throw or take 3d10 fire damage (Or half on a success) and is paralyzed until the start of your next turn. A creature cannot resist this damage even if they have immunity.\nWhen this damage is rolled, you gain HP equal to half the damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pyroclasmic Unmake\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 8 Hours\nComponents: V, S, M\nMaterial cost: one ancient red dragon heart worth at least 500 gp, which is consumed by this spell\nDescription: Legends say the hearts of ancient red dragons still contain their malicious, destructive prowess. A wizard or sorcerer of great aptitude can summon that very power. After chanting a short incantation spoken in dragon tongue, the ancient dragon heart used as a component of this spell shoots a burning ray of light towards the sky and disintegrates into ash. After few seconds, a gargantuan, fiery, draconic form consisting of volcanic magma and flames slowly manifests above the clouds and proceeds to crash upon a single target creature incinerating it on touch and ravaging its surroundings.\nOne creature in range must make a Constitution saving throw. On a failed save, the target takes 18d10 fire damage and ignites, taking an extra 3d10 fire damage at the end of each of it turns. On a successful save, the target takes only half the initial damage but is still ignited. These magically ignited flames persist for the duration. If the target drops to 0 hit points or dies while ignited in this manner, its body is turned to ash.\nCreatures in a 30 foot radius of the target must roll a Constitution saving throw as well. On a failed save, a creature takes 10d10 fire damage and is pushed 20 feet away from the initial target. On a successful save, it only takes half this damage and isn't pushed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Qin Xi's Eternal Army\nLevel: 9\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vessel worth 50,000 gp containing captured essences from an earth, fire, and water elemental; a vial of alchemical quicksilver worth 500 gp, consumed when you use this spell to create soldiers\nDescription: You call out to powerful spirits of earth, fire, and water. Choose an area of clay, dirt, or mud you can see within range that is no larger than a 50 foot square. On each unoccupied 5-foot square of the area, a terracotta warrior rises from the ground, up to 100 soldiers.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 1 mile of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe terracotta warriors created by this spell are under your control for 7 days, after which they become inert statues. To maintain control of the army for another 7 days, you must cast this spell on the terracotta warriors again before the current 7 day period ends. This use of the spell reasserts your control over up to 300 soldiers you have created with this spell, rather than creating any new ones. Casting the spell in this way requires no material components.\nYou can cast the spell in this way past the 7 day limit to reawaken any intact inactive soldiers and place them under your command. When you do so, you only require the vial of quicksilver."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quadon's intense pain\nLevel: 9\nSchool: Evocation\nClasses: Wizard\nCasting time: One Action\nRange: 20Ft\nDuration: Instant\nComponents: V, S, M\nMaterial cost: the fang of a venomous snake, and a diagram of the nervous system.\nDescription: Deal 1d12 damage of each type to each creature within a sphere, cone, cube, or line with size 20 ft. Each creature dealt damage this way gains 1 level of exhaustion for each of their damage immunities"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quantum Shift\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: 3 gems worth 1000 or more gp and 5 gold fish\nDescription: All enemies within a 100-foot-radius sphere centered on a specific target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes 20d6 force damage and 20d6 necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that took damage from this spell must make another Wisdom saving throw. On a failed save, the creature\u2019s Wisdom and Charisma scores become 1. The creature can\u2019t cast spells or activate magic. The creature does not understand where it is or what happened and is now a purely neutral alignment. This spell damages objects in the area and any loose light items get sucked away into a timeless void"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quasar\nLevel: 8\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (90-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You thrust out your palms in opposite directions and blast out two gigantic lasers of light, sweeping them around in circles. All targets other than you in a 5-foot high, 90-foot radius cylinder centered on you must make a Dexterity saving throw, taking 5d20 radiant damage and becoming blinded for 10 minutes on a failed save, or taking half as much damage and becoming blinded for 1 round on a successful one. Objects and structures automatically fail this saving throw. The entire area becomes bright light until the end of your next turn.\nSince you are in the middle of an overwhelming light source, you yourself must make a DC 25 Constitution saving throw, becoming blinded for 10 minutes on a failed save, or for 1 round on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, you shield yourself from the quasar's light, making you unable to be blinded by your own casting of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Queen's Touch\nLevel: 3\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 24 Hours\nComponents: V, S, M\nMaterial cost: the dismembered hand of a beautiful maiden OR a spellcasting focus worth at least 500 gp\nDescription: You touch a small, non-magical object and turn it into a magical bomb. If this object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spellcasting DC to get out of the way. The object does not change in appearance, and there is no way to tell that it is dangerous or magical besides the usage of spells like identify or detect magic. The bomb can be designated to detonate on a timer when a specific condition is met observable from either the object or the caster, or manually by remote detonation using your reaction. This designation must be set as the bomb is being made and cannot be changed later without recasting the spell. When the bomb explodes, all creatures within a 5-foot radius must make a Dexterity saving throw. If they fail, they take 4d8 force damage, or half as much on a success. A creature in direct physical contact with the object has disadvantage on the saving throw and rolls twice the amount of damage die. \nThe object is not necessarily destroyed in the explosion, and you can expend a spell slot of two levels lower as a bonus action to cause it to re-arm and/or detonate again as long as you have not used Queen's Touch to make another bomb. The bombs lose their potency after a day or when you take an action to dispel them, and you can only have one Queen's Touch active at a time.\nAt Higher Levels. For every even spell slot over 3rd, the bomb's explosive radius increases by 5 feet, while every odd slot increases the bomb's power by 3d8"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quench\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of water\nDescription: You extinguish all fires in a 30-foot cube centered on a point you choose within range. Any nonmagical fire is put out automatically, as are magical flames created by a spell of 3rd level or lower. For each spell of 4th level or higher which is creating flame within this area, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell that created the fire ends.\nFire created by a magical item is also doused, and the item becomes unable to produce fire for 1d4 hours. Artifacts are immune to this effect.\nFire-based creatures in the spell's area, such as fire elementals, must make a Constitution saving throw, taking 8d6 cold damage on a failed save or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube's size increases by 5 feet for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quick\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: Self (20-Foot Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: When you cast this spell, you tap into the fabric of time, creating an area of time distortion in a 20-foot radius around you that accelerates your movements. For the duration, you are hasted and perceive the world as if it were moving in slow motion. While inside the area, you gain the following benefits:\nYou can use a bonus action on each of your turns to teleport to any unoccupied space within the area's range.\nYou have advantage on Dexterity ability checks and saving throws.\nAttacks made against you from outside the aura are made with disadvantage.\nYou gain an additional action on each of your turns.\nIf you leave the 20-foot sphere, the spell automatically ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quickbolt\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: S\nDescription: A small 6-inch stream of floating liquid with the appearance of silver is created within 30ft of you. It travels towards a target in range. They must make a dexterity saving throw or take 1d6+1 force damage. This bolt is completely and truly silent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quicken\nLevel: 0\nSchool: Enchantment\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: grains of coffee or another stimulant\nDescription: Holding the stimulant, you infuse your touch with it's energy. Until the end of your turn, the target's walking speed increases by 10 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quicksand\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You point at a 10-foot square patch of rock, dirt or sand centered on a point within range. The area becomes quicksand for the duration. Quicksand is difficult terrain. When the quicksand appears, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.\nCreatures restrained by the quicksand can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks made to escape it, until it escapes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quiet Armor\nLevel: 2\nSchool: Illusion\nClasses: Artificer, Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a pinch of powdered graphite\nDescription: Remove the stealth disadvantage of your noisy armor by canceling the noise using an illusion of the waveform opposite of the noise. Creatures generally unaffected by illusion will still hear the armor."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quietus Beam\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Bard, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Point a finger at a creature within range, shooting five thin beams of magical energy at them. If their AC is less than your spellsave DC, they take 1d6 force damage. The beams all strike consecutively, and you can direct them to hit one creature or several.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more beam for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quill Hide\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose one willing creature within range. From their body sprouts magical quills. When moving, the target can attempt to move through a creature\u2019s space. They must make a Dexterity saving throw, or take 2d4 piercing damage. On a success, they must also move up to 5 feet out of the target\u2019s way. A creature can only be forced to make this save once every turn.\nAt Higher Levels. When cast at 2nd level or higher, the damage increases by 1d4 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quincy's Epic Hammer\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a letter \"Q\" sculpture carved from platinum, worth 1,000 gp\nDescription: You create a gigantic hammer of force that hovers within range. It lasts for the duration.\nWhen the hammer appears, you make a melee spell attack and apply the results against the AC of each target of your choice within 10 feet of the hammer. On a hit, a target takes 5d10 force damage. If a target is a creature, it must make a Strength saving throw or be pushed up to 15 feet in a direction of your choice and knocked prone.\nUntil the spell ends, you can use a bonus action on each of your turns to move the hammer up to 40 feet to a spot you can see and repeat this attack against the same area or a different one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quincy's Investiture\nLevel: 8\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a letter \"Q\" sculpture shaped from iron, worth 10 gp\nDescription: Invest in one spell from the following list. Your investiture takes that shape, and you gain the benefits of the invested spell as if you had invested cast it:\ninvestiture of flame\ninvestiture of ice\ninvestiture of green\ninvestiture of sand\ninvestiture of stone\ninvestiture of water\ninvestiture of wind\nAt Higher Levels. When you cast this spell using 9th level, you gain the benefits of two of the listed spells simultaneously for the duration"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quintessa's Dweomerdrain\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous And 1 Hour Or Until Expended; See Text\nComponents: V, S\nDescription: A magic item you target with a melee spell attack must succeed on a Charisma saving throw; on a failure you drain a pool of raw magic from the magic item and retain it for the purpose of casting spells that have a consumable material component cost. Each casting drains from a single magic item an amount of gold pieces worth of effective consumable material components, dependent on the item's rarity (see table), and renders the item nonmagical.\nYou may draw from this pool whenever casting a spell that has a consumable material component cost, paying any leftover cost yourself. For example, if you touch a rare magic item you drain an average of 500 gp worth of raw magic with which to cast a spell such as true seeing. Drained magic is retained for 1 hour; any raw magic not spent when the spell's duration expires is wasted.\nAn item in a creature's possession uses its own Charisma save bonus or its possessor's Charisma save bonus, whichever is higher.\nThis spell does not work on artifacts.\n\n\nMagic Item Rarity\n\nSaving Throw Bonus\n\nDie Roll\n\n\nCommon\n\n+2\n\n1d4 \u00d7 5 gp\n\n\nUncommon\n\n+3\n\n1d4 \u00d7 25 gp\n\n\nRare\n\n+4\n\n1d10 \u00d7 100 gp\n\n\nVery rare\n\n+5\n\n1d10 \u00d7 1,000 gp\n\n\nLegendary\n\n+6\n\n1d10 \u00d7 10,000 g"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Quintessa's Dweomershield\nLevel: 4\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: a piece of jewelry embedded with a diamond worth at least 1,000 gp, to be worn by the warded subject\nDescription: You touch a willing creature. Until the spell ends, the target ignores the effects of one common magic item, either on hand or specified by name, history, description, or identified by some other manner. Magic weapons still deal damage as a non-magical weapon of the same type. Only one casting of Quintessa's dweomershield can affect a subject at a time; if a second is cast, the first one (if still active) is dispelled.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level, the target ignores the effects of an uncommon magic item; 6th level ignores the effects of a rare magic item; 7th level ignores the effects of a very rare magic item; 8th level ignores the effects of a legendary magic item; 9th level ignores the effects of an artifact"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raact'thuul's armor of the dead\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Duration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: two humanoid skeletons, which the spell consumes\nDescription: Bones melt and wrap around your body, giving you an armor class of 18. This armor of bones also give you claws that deal 3d6 plus your spell casting ability modifier (minimum of one) slashing damage, you are also profficint with these claws. If the caster is smaller than medium, their size becomes medium for the spells duration. Every time you kill a creature with these claws, you add +1 to your armor class to a maximum of 25. If you kill 4 creatures with the claws, your size becomes large for the duration and you have advantage on all grapple and push checks for the spells duration. Using your spellcasting ability modifier for the checks instead of strength."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radar Tracking\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Artificer\nCasting time: Action\nRange: Self\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: A metal dish, a piece of glass, and 10gp of copper wire\nDescription: You assemble a small radar device to track creatures in the nearby area. Through a piece of glass, the device communicates the number, location, and size of creatures that are between 15 and 500 feet of you. Only creatures sized medium or larger are detectable, and creatures cannot be detected if you are separated from them by 1 inch of lead, or if the creatures are dead or inanimate (such as a mimic). The information is communicated through slowly blinking dots and is only updated every 6 seconds or at the start of each of your turns.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the device will allow you to differentiate between the following types: beasts, constructs, elementals, and humanoids."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raddik's Plasmatic Tear\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: Self (75-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small piece of the fundamentum of both a red/brass/gold and blue/bronze dragon\nDescription: You create a 10 foot wide, 75 foot long line of rippling plasma, searing everything in its wake. Everything in the line must make a Constitution saving throw or take 10d6 lightning and 10d6 fire damage, or half on a successful save. Any structure damaged by the beam takes double damage.\nEven if you aren't directly touching the beam, it still burns the air around it, and everything within 15 feet of the line, but not touching it, must also make a Constitution saving throw, or take 3d10 fire damage, and half on a successful save. You automatically fail the saving throw, and take an extra 2d10 fire damage.\nAnything flammable, including people, damaged by this spell lights on fire, dealing 1d10 Fire damage at the start of your turn, and ends when an action is taken to put it out."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raddik's Weakest Link\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a broken chain link\nDescription: Choose three creatures within 30 feet of eachother, and within range. Make a spell attack against the creature with the lowest armor class. On a hit, this deals 3d4 lightning damage, and all other chosen creatures also take this damage. The creature with the highest armor class targeted by this spell has it reduced by 1, until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target, and deal an extra 1d4 of damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raddik\u2019s Focusing Blast\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose a 60 foot radius sphere within range. Everything within that range must make a Constitution Saving Throw or take 3d8 fire and 3d8 lightning damage, or half as much on a success.\nIf you are still concentrating on the spell, on your next turn, you can use your action to focus the blast. Choose a sphere within the previous blast\u2019s range, with half the range(rounded to the nearest 5) of that blast. This deals the same damage as the last blast, with an additional 1d8 fire and 1d8 lightning damage. You can do this twice, and after the third blast, you lose concentration.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the initial radius by 10 feet, and increase the scaling damage by 1d8 fire or lightning damage(your choice), by every level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Absorption\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You raise your hands to the sky, as you begin to absorb the positive energy surrounding everything. You regain hitpoints equal to your casting modifier. On following turns while the spell is still active, you can take another action to regain these hitpoints again. The hitpoints gained increase by 2 while in bright light, 1 while in dim light, by -2 while in darkness, and -50 while in the negative energy plane."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Armor\nLevel: 0\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: any armor\nDescription: Your armor is imbued with radiant energy. The first time a creature within 5 feet makes an attack against you while the spell is active takes 1d6 radiant damage and have Disadvantage on the next attack it makes until the start of its next turn.\nThe damage caused by this spell increases 2d6 radiant at 5th level, 3d6 radiant at 11th level and 4d6 radiant at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Aura\nLevel: 4\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Self (20-Ft Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Diamond dust worth at least 50 gp\nDescription: A brilliant light erupts from your hand, rejuvenating your allies and castigating your enemies. For the duration of the spell, you may use your bonus action to cause allies within range to regain hit points equal to 1d6 + your spellcasting ability modifier, and enemies within range must succeed on a Wisdom saving throw or take the same amount of radiant damage. Undead and constructs do not benefit from the healing effect of this spell but are still affected by the damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing and damage increase by 1d6 for every two slot levels above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Blade\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special, See Text\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a weapon\nDescription: You make a weapon attack that rings the target in radiant flames. As part of the action used to cast this spell, you must make a melee spell attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of radiant flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 radiant damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the damage the target takes for moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Chains\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nDescription: You summon two glowing chains made of light to restrain an aberration, fiend, or undead within the spell\u2019s range. The creature must succeed on a Charisma saving throw or be restrained and incapacitated for the spell\u2019s duration. Additionally, the creature takes 3d10 radiant damage. While the creature is restrained and incapacitated, it must succeed on the saving throw again at the start of its turns. On a failed save, it takes another 3d10 radiant damage. On a successful save, it breaks one of the chains. The spell ends early if the creature breaks all of the chains. If a creature takes 50 or more damage from this spell and isn\u2019t native to the plane you\u2019re on, you can use your reaction to banish it to its home plane.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of chains created increases by one for each slot above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Death\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bloodied tuning fork\nDescription: You conjure the power of the positive plane, in a much more harmful manner. Roll 8d6; the total is how many hit points of creatures this spell can affect. You can do either of the following to any creature in range, based on how many hitpoints you have to spend.\nYou can spend any amount to reduce their hitpoint maximum by that amount, as numerous growths wreak havoc over their body. They regain all lost maximum hitpoints after a long rest.\nBy spending an amount equal to their current hitpoints, you can completely overload them, causing them to explode and die instantly.\nUndead, Constructs, and creatures immune to radiant damage cannot be affected by this spell.\nAt Higher Levels. When cast at 4th level or higher, roll an additional 1d6 for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Flame Blade\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special, See Text\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a weapon\nDescription: You make a weapon attack that rings the target in radiant flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of radiant flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes for moving increases by 1d6 fire damage. Both damage rolls increase by 1d6 fire damage at 11th level, and both damage rolls increase by 1d6 fire damage at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Flare\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a flare of radiant light that sears your enemies. Choose a point within 60 feet of you. Radiant light bursts from that point in a 5-foot radius, and creatures in range must succeed on a Dexterity saving throw or take 1d6 radiant damage.\nThis 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: Radiant Leap\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A drop of holy water\nDescription: Channeling the holy power in your body you use it to propel yourself up to 15 feet horizontally or vertically in a straight line. Upon landing you release the power that allowed you to leap dealing 1d8 Radiant damage to all enemies within 10 feet of where you landed.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the distance you can travel increases by 5 feet for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Pulse\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A Star Rose Quartz worth at least 100gp\nDescription: You channel divine power directly down from the heavens on a target or a point in range.\nRadiant energy explodes from the targeted point, striking all hostile creatures within a 15 foot radius sphere. Each target struck must make a Wisdom saving throw. A creature takes 8d6 Radiant damage on a failed save, or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Shield\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Druid\nCasting time: 1 Reaction, Which You Take When You Are Hit By An Attack\nRange: Self\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\nDescription: You invoke a shield made of pure radiant energy to protect you from harm. The shield envelops your body like a translucent aura and sheds dim light in a 10-foot radius. For the duration, the shield provides you with total cover.\nThe shield has a number of hit points equal to 10 + your spellcasting ability modifier and resistance to necrotic damage. Whenever an attack or other effect would deal damage to you, including the triggering attack, any damage is dealt to the shield instead; other effects, such as conditions or forced movement, are applied to you as normal. The spell ends if the shield is reduced to 0 hit points.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the shield gains an additional 10 hit points for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Song\nLevel: 0\nSchool: Abjuration\nClasses: Bard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Round\nComponents: V, S\nDescription: You touch a creature and cause an eerie song to play, warding away danger.\nThe creature you touch has advantage on saving throws until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Splash\nLevel: 2\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a few drops of water\nDescription: Your faith empowers a wave of moisture in the atmosphere to aid you in combat.\nAs part of the action used to cast this spell, the enemy must make a constitution saving throw vs your spell DC. If the target fails, the light refracting throughout the water vapor refracts light dealing 2d6 Radiant damage & blinds the target until the start of your next turn. If they succeed on the save, then they take only half of the damage and are not blinded.\nThe radiant damage increases by 1d6 for each level above second.\nThis is a Deeper Connection spell granted by completing the Trial of Lions for the patron Voltron, The 5 Faced King."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Strike\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith. Make one weapon attack. On a hit, you deal the weapon's normal damage die in radiant damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, you add a 1d6 to the damage dealt.\nThis spell's damage increases to 1d6 (2d6) when you reach 5th level on top of the spellcasting modifier, 2d6 (3d6) at 11th level, and 3d6 (4d6) at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Strike, Variant\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 5 Feet\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a weapon\nDescription: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith. Make melee spell attack. On a hit, you deal the weapons normal damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, you add a 1d6 to the damage dealt and it has disdvantage in attack rolls against the caster until the end of his next turn, as radiant flames purify their flesh and bones.\nThis spell's damage increases to 1d6 (2d6) when you reach 5th level on top of the spellcasting modifier, 2d6 (3d6) at 11th level, and 3d6 (4d6) at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiant Swords\nLevel: 2\nSchool: Conjuration\nClasses: Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell, you shoot a glowing-radiant short sword out of your wrist into your hand, while you are holding this weapon you have resistance against necrotic damage, and on a hit, you do 1d8 + 4 radiant slashing damage. If you have no free hand to hold the weapon then it shoots out of your hand and disapires once it toches the ground. If you want, you can dual-wield the short swords.\nAt Higher Levels. When you cast this spell using a spell slot of 3th level or higher You do an extra 1d8 per extra level you cast this at."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Radiative Shield\nLevel: 2\nSchool: Abjuration\nClasses: Paladin, Wizard, Bard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a chunk of silver\nDescription: You cause abjurant energy to radiate from an ally, granting them greater protection.\nTarget one willing creature within range that you can see. The creature's AC increases by 2 for the duration.\nIn addition, when the spell is cast, the target creature may choose up to four willing creatures within 15ft of itself that it can see. Each affected creature's AC increases by 1 for the duration"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ragnarok\nLevel: 9\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 8 model swords costing at least 100 gp each, burning torch\nDescription: You conjure 1d8 giant flaming swords that fall on an equal amount of enemies that you choose after you roll, dealing 3d10 piercing damage plus 3d8 fire damage. You can choose to make all the swords fall on creature if that creature is huge or larger, each sword dealing its normal damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ragnaul's Rewritten History\nLevel: 4\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Reaction, At The End Of A Creatures Turn\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a timepiece with winding capabilities\nDescription: You tamper with an event from within the last couple of seconds, potentially changing the outcome.\n\nYou can cast this spell at the end of another creature's turn, after any other effects that apply at the end of its turn. Choose one attack roll or saving throw that that creature made during that turn.\n\nThe events are reset to the moment they made that roll. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll. All creatures involved remember how it played out before the spell was cast.\n\nAt the beginning of your next turn, you take 1d12 Psychic Damage for the stress on the timeline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ragnaul's Systematic Surge\nLevel: 2\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a broken mirror\nDescription: You momentary lapse the concentration of a target, influencing them to be manipulated by your whim for a short time. Force a target to make a Wisdom saving throw, on a failed save, the target takes 2d6 Psychic damage, and if it is a spellcaster, drops concentration on a spell of your choosing. The target takes half damage and does not lose concentration on a success.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes an extra 1d6 psychic damage for each level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Railgun\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a metal piece worth 1 cp such as 1 cp, which the spell consumes\nDescription: You extend your arm and flick the metal piece at the target. Elemental forces then propel the metal piece towards a creature or object in a flash of light. You make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage and 2d6 lightning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of both the piercing and lightning damage caused by the spell increases by 1d6 each for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rain Blast\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Hard wind and driving rain descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and become soaked. The target gains no benefit from cover for this saving throw.\nThe spell's damage increases by 1d8 once 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: Rain of Fiery Blades\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: S\nDescription: A flurry of flaming enchanted swords falls from above onto a location you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 2d12 fire damage and 2d12 slashing damage on a failed save, or half as much damage on a successful one. These swords remain implanted in the ground for a number of rounds equal to your spellcasting modifier, and can be used by friendly creatures, dealing 1d12 fire damage on a hit. If an unfriendly creature attempts to use such a weapon, they take 2d12 fire damage and the sword disappears.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the slashing damage (your choice) increases by 1d12 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Ally\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\nDescription: You touch a living creature that has 0 hit points and infuse it with unstable necrotic energies to restore them to 1 hit point. At the end of the spell's duration, the creature immediately takes 1 point of necrotic damage. If the creature is already unconscious when the spell ends, it instead immediately suffers one failed death saving throw.\nYou can choose to instead end the spell and absorb the shock of the necrotic energies fading, in which case the original target does not lose any hitpoints and you instead take 1d4 necrotic damage from the strain of infusing your own vitality into the target.\nThis spell has no effect on undead or constructs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Flesh\nLevel: 1\nSchool: Necromancy\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 4 Hours\nComponents: V, S, M\nMaterial cost: a piece of a corpse, which the spell consumes\nDescription: You touch a piece of flesh and bone from a corpse, transforming and creating a little flesh mound that looks like a mini lesser ghoul. This flesh mound lasts 4 hours. It only reacts on voice commands and will start acting on its own if given no command is given, defending itself against threats and attacking any non-undead in its range. The flesh mound will obey your commands to the best of its ability. Its statistics are listed towards the bottom of the page.\nAfter the 4 hours, the flesh mound falls apart back into a pile of dead meat. To maintain the creature for another 4 hours, you must cast this spell on the creature before the current 4-hour period ends.\nAt Higher Levels.\nWhen you cast this spell using a spell slot of 2nd level or higher, you can create one additional flesh mound and maintain an additional flesh mound for each spell slot above 1st.\n\n\n\nTiny undead, chaotic evil\n\n\nArmor Class 9 (natural armor)\nHit Points 10 (3d6) \nSpeed 15 ft.\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n12 (+1)\n\n14 (+2)\n\n12 (+1)\n\n6 (-2)\n\n6 (-2)\n\n4 (-3)\n\n\nSkills \u2014Damage Resistances radiantDamage Immunities necrotic\nSenses blindsight 60 ft.\n\nLanguages common\nChallenge 1/4 (50 XP)\n\n\nSense life: The flesh mound can sense life around it. It has advantage in Wisdom (Perception) checks when tracking a creature that is not undead, plant or construct type. But it has disadvantage in checks to track objects, constructs, undead or plants\nConsume Flesh: The flesh mound can consume a pound of meat as an action to regain hit points equal to 1d8 + Constitution modifier.\nUndead Horde: When an allied undead is within 5 feet of a flesh mound, it gets advantage on attack rolls.\n\nACTIONS\nRam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Ghoul\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a bit of rotted flesh\nDescription: You can raise a ghoul giving life to corpse of any small or medium sized creature. The ghoul is mindless, and cannot act if you are unconscious or otherwise unable to take actions. The ghoul will perform any command you give it to the best of it\u2019s ability, even sacrificing itself, until you give it another command. In combat, the ghoul always acts during your turn, either before or after your actions as you choose. After 1 minute the ghoul will fall apart and turn to dust, You can only have one ghoul active at any given time by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Mount\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minutes\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: the corpse of a large creature or one large pile of bones, which the spell consumes.\nDescription: The pile of bones or corpse is engulfed in black flames; the smoke forming the body of the risen mount. You decide the mount's appearance though regardless the mount retains a look of undeath indicating its undead nature.\nThe risen mount is a Large creature that uses the statistics of the warhorse though it is an undead instead of a beast.\nYour mount responds to verbal commands and can understand any language that you speak.\nWhen your mount drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your mount at any time as an action, causing it to disappear in a plume of black smoke. In either case, casting this spell again heals your risen mount, restoring it to its hit point maximum.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instead choose to have your risen mount use the statistics of a Pegasus . If you cast this spell using a spell slot of 6th level or higher, you can instead choose to have your risen mount use the statics of a Nightmare. You may cast this spell, using a spell slot of 4th level, on an already risen mount (from this spell) to have it change forms. Doing so restores the mount to its hit point maximum"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Undead\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A drop of blood\nDescription: Raise undead is a spell that finds itself being invented over and over again, by novice necromancers who have no idea how to necromance and are just pointing random magic at corpses to try and get them to move. By the time a budding necromancer develops this spell, his true nature is revealed in whether he is too terrified to continue, or whether he will instead plough deeper into the arts of the postmortem.\nYou use the necromantic arts for their most intended purpose of raising the undead. Target a pile of bones or corpse of a Medium or Small humanoid within range. The target is raised as a skeleton if it was a pile of bones, or a zombie if it was a corpse. The GM has the creature's game statistics.\nThe creature is friendly to you and your companions, though it will not respond to any commands it is given. It will defend itself against all creatures other than you for the duration of one hour, doing absolutely nothing otherwise. While an undead you have created is in this state, it becomes a valid target for animate dead.\nWhen this effect ends, the undead becomes a wild undead and will very likely be hostile to you and your companions.\nInstead of animating a new undead, you may cast this spell to reassert non-hostility over an undead that you have previously reanimated. This effect lasts for 1 hour.\nIf the target has an Intelligence score of 4 or higher, it may make a Charisma saving throw to resist the effect.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target 1 additional corpse or pile of bones, or reassert non-hostility over 1 additional undead, for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise/Sink Island\nLevel: 9\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 8 Hours\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: amethysts worth at least 5000 gp, which the spell consumes\nDescription: Raise Island.\nChoose a point you can see within range, which must be on a body of water. A 100-foot radius island emerges from the water with the terrain and features of of your choice; alternatively if an existing land area is within range you can extend it by linking the island you create to that landmass which can include another island. Upon completion of this spell, the island becomes a permanent part of the landscape.\nSink Island.\nChoose a point you can see within range, which must be on land bordering water. A 100-foot radius area of that land sinks to the bottom of the bordering water, where it will settle. Upon completion of this spell, that effect becomes a permanent of the landscape."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raksha's Wash Cycle\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: a cup of water, which is consumed by the spell\nDescription: Developed by Raksha the Kobold Wizard when she kept finding cursed items, she came up with the following spell. It employs various chaotic forces to function, which makes it inherently risky to use on valuable items.\nUsing a summoning circle inscribed upon a suitably sized surface for the item to be sent through the wash, the caster makes contact with a realm of purity and cleanliness. Giving them instructions, the item within the circle is teleported to said dimension for cleansing, which will always take 24 hours. Upon conclusion, the caster will need to make an Intelligence (Arcana) check to determine how well their instructions were interpreted:\nNatural 1: The item is returned as a very fine powder or dust, having been ground down to its purest form.\n1-2: The item is returned as it was, save for the fact that if it previously held an enchantment, it is now a mundane item.\n3-7: The item is misplaced, and teleported to a random location within the world. Roll 1d100 on the teleport destination table to determine where it ends up relative to the spot you cast this spell.\n8-12: The item returns unchanged, save for the fact it is now covered in filth. Using the item requires a DC 8 Constitution check or the creature will gag at the smell, wasting the action or bonus action used for the item. If the item is worn, the wearer has disadvantage on Charisma skill checks.\n13-17: The item is returned, cleaned of all grime and filth.\n18+: If the item held a curse when it was submitted to the Wash Cycle, it is no longer a cursed item while retaining any benefits or positive effects it held while also being cleaned.\nNatural 20: The item is returned cleaned, and if it held a curse when submitted, the curse is removed while retaining any positive effects. A second, random item is also returned with the one submitted.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, when making the Intelligence (Arcana) skill check to determine results, add +1 to the roll for every spell slot above 3rd. If using a spell slot of 5th level or higher, rolling a natural 1 does not count as an automatic fail, and instead behaves as normal after modifiers are applied."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rancorcall\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 70Ft.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A blue or white gemstone worth at least 25gp\nDescription: Sends out five scouring skulls made of ghostflame that attack up to two targets of the caster\u2019s choosing. Each skull deals 1d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of each skull increases by 1d6 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Random Spell\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action, Reaction, Or Bonus Action\nRange: Depending On The Spell Randomly Cast\nDuration: Depending On The Spell Randomly Cast\nComponents: S, M\nMaterial cost: 100 GP which is consumed and a pair of dice\nDescription: You cast a random spell from the spell list of the class that you have at the highest level. Roll 1d6 for the level of the spell. Then roll 1d20 for the spell. The first spell on the list gets cast if you roll a 1, the second if you roll a 2 etc.\nTo Evoke\nThe caster must roll the actual dice of the material component to evoke the spell, but they do not need to be a d20 and a d6. Any dice will do. If the caster can not reach a pair of dice, this spell can not be cast.\nFailure Conditions\nThe gold is consumed whether the spell succeeds or fails.\nIf the standard spell list for your class at the level rolled has less than 20 spells, and you roll above the number of spells on the list, this spell fails.\nIf the spell rolled for requires components more than 50 GP the spell fails.\nIf the spell rolled for has a casting time more than one action, the spell fails.\nFlavor\nNote, the gold consumed by the spell is not actually destroyed. It is scattered about the plane in 100 different innocuous places such as dragon hordes, vaults, purses, chests, tilled ground, beggars cups etc.\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level roll 1d8 for spell level rather than 1d6. When you cast this spell using a spell slot of 9th level roll 1d10 for spell level rather than 1d6, and treat a roll of 10 as a random cantrip."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Random Walk\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Insantaneous\nComponents: V, S\nDescription: A creature you can see within range must succeed on a Wisdom saving throw. On a failure, you force them to momentarily blink out of existence. Choose either to roll 5d6 or 7d4.\n\n\nd6\nDirection\n\n\n1\nDown\n\n\n2\nSouth\n\n\n3\nWest\n\n\n4\nEast\n\n\n5\nNorth\n\n\n6\nUp\n\n\nd4\nDirection\n\n\n1\nNorth\n\n\n2\nEast\n\n\n3\nSouth\n\n\n4\nWest\nAfter each die is rolled, the creature is teleported 5 feet in the corresponding direction, reappearing in that space. If the creature would arrive in a space already occupied by another object or creature, they are not teleported and take 4d6 force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of dice rolled for teleportation increases by one for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rapid Acceleration\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: During Flight, Instantly accelerate to twice your movement speed for one turn\nOnly to be used during flight as results from ground use can be risky. Rapidly accelerate to twice your movement speed by creating a force of thrust behind you. The Thrust pushes you forward only! and unless you are flying it is extremely difficult to manoeuvre. Results from ground use are at the DM's discretio"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rapture\nLevel: 8\nSchool: Conjuration\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: 1 Minute\nComponents: V, S\nDescription: At a point you select within range a rip in the Time Vortex appears bleeding pure Astral Energy in a 30-foot long, 10-foot wide line or a sphere of 20-foot radius, the sphere or the line remains until the end of the spells duration.\nThis area is now considered difficult terrain, any creature that starts or ends its turn in the Vortex must make a Wisdom saving throw on a failed save the creature is afflicted with short term madness for 1d10 minutes. If a creature already has short-term madness he now has long-term madness for 1d10 x 10 hours and if a creature already has long-term madness he or she is made indefinitely mad (Ask the DM to roll from the madness tables on page 259-260 in the Dungeon Masters Guide)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rapture, Variant\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: S\nDescription: with an outstretched arm a ray of light/dark comes for the heavens/depths to smite your opponent.\nAs an action you can cast this spell at an opponent within range that you can see, the target has to make a Dexterity saving throw; on hit take 10d8 radiant or necrotic half on a save. The surrounding area either becomes a bright white light (range of this light is 80ft) or all the color is sucked into the beam making the entire area dark(range of dark is 80ft)\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage increases by 1d8 for each spell slot above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raven Bolt\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of breadcrumbs\nDescription: Summon a bolt of dark energy in the form of a raven and send it flying at a creature or object within range. Make a ranged spell attack against the target. You gain a +2 bonus on the attack roll if the target is in dim light or darkness. On a hit, the target takes 2d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional raven for each slot level above 1st. You can direct the ravens at the same target or at different ones. Make a separate attack roll for each raven.\nBased on a similar spell used by the main character of Shadeslinger by Kyle Kirrin"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raven Slaughter\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special\nDuration: Instantaneous\nComponents: V, S\nDescription: Dark shadows emerge from your body and create XY shadowy ravens. They follow the raven statblock but damage dealt by them is magical. The ravens are under your complete control and follow your commands to the best of their abilities.\nX is half of your level and Y is your spellcasting ability modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ray of Frog\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Conjure three frogs which you launch at a creature. You can choose to have all frogs hit a single creature, or separate creatures within range. Make an attack roll for each frog. Each frog does 1d4 bludgeoning damage. The frogs disappear upon dealing any amount of damage, or after one minute if no damage is dealt. At 5th level, the amount of frogs increases to 5, and each frog has a chance to poison the creature hit. The affected creature makes a Constitution saving throw against a DC of 11. If the saving throw fails, the creature becomes poisoned. A creature can only be affected by poison in this way once at a time. If the creature becomes poisoned in this way, they take 2d4 poison damage at the start of every turn. At 11th level, the amount of frogs increases to 7."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ray of Light\nLevel: 1\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You form a concentrated beam of light infused with holy energy to strike your enemies down with a flash of light. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 radiant damage for every spell slot above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Razor Leaf\nLevel: 3\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Self (30-Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a green leaf\nDescription: You fling scores of razor-sharp leaves, which fly and cut into all creatures in a 30-foot cone originating from you, but then disappear. Each creature in the area must make a Dexterity saving throw, taking 5d6 slashing damage on a failure, or half that much on a success.\nIf a creature rolls a 1 or 2 on the d20 for its saving throw, it automatically fails the saving throw and takes double damage from this spell.\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Razor Storm\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Ranger, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A Slashing weapon you are proficient with\nDescription: As part of the action of casting this spell, make one melee spell attack. All creatures within 15 feet of you with an armor class less than or equal to your attack roll must make a Dexterity saving throw or take 3d10 slashing damage on a failed save, and half as much on a successful one. If the roll is a critical hit, double the damage rolled. If a creature is killed instantly via massive damage from this spell any mundane armor or clothing is also bisected several times in line with their wounds (this includes shields that are being wielded and their weapon if they are receiving a bonus to their AC by wielding it).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of this spells effect increases by 15 feet and deals 2d10 additional Slashing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reality Slash\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You create a large razor-sharp distortion in the fabric of space and hurl away from you in a straight line. A line of distorted energy emanates from a point you can see within range in a line that is 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d10 slashing damage on a failed save, or half as much damage on a successful one. The line of energy passes harmlessly through non-magical objects, ignoring non-magical cover.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can either choose to increase the damage by 1d10 or the range by 20 feet for each individual slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rebirth\nLevel: 6\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes.\nComponents: V, S, M\nMaterial cost: shards from a gold dragon\u2019s egg\nDescription: You are able to de-age a creature back to the moment of its birth.\nDepending on the type of creature, this may be a newborn infant, a larva, an egg, or some other form of life.\nAs part of this spell, make a melee spell attack against a creature. If it hits, the creature must make a Constitution saving throw. If it fails, the creature is incapacitated for 1 minute as it rapidly returns to its youngest possible age. If the creature takes damage during this transformation, the spell ends and the creature reverts to its previous age. This infant creature has commoner statistics, with the following changes: it retains its creature type and alignment, its AC becomes 5, it has 1 hit point, and it has disadvantage on all ability checks, attack rolls, and saving throws.\nYou may use the following list to determine the creature\u2019s form, but the final determination of what the creature\u2019s youngest form takes should be left to the GM. Similarly, the GM must decide the size of the new creature. If the affected creature is reduced to 0 hit points, the spell ends and the creature reverts to its previous age.\nAberrations revert to a larval form.\nBeasts revert to their youngest form. Mammals become infants while arachnids such as spiders or birds such as giant eagles revert to eggs.\nDragons return to eggs.\nFey revert to infancy.\nGiants revert to infancy.\nHumanoids revert to infancy.\nMonstrosities revert to their youngest form. Mammal-like monstrosities become infants while those similar to arachnids or birds such revert to eggs.\nPlants revert to seeds.\nThis spell has no effect on celestials, constructs, elementals, fiends, oozes, or undead as they are born fully-formed and have no pre-adult form.\nIf you spend the maximum duration (10 minutes) concentrating on this spell, its effects become permanent"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Recite Scripture\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a book of scriptures for a certain deity or domain of deities\nDescription: You begin reading from the holy text used as the material component for this spell, your words infused with magic. Each fiend and undead within range must make a Charisma saving throw, getting knocked prone on a failed save for the duration of the spell.\nFor each creature that failed this save, it must make another Charisma saving throw at the beginning of its next turn, becoming deafened for the duration of the spell on a failed save.\nFor each creature that failed this save, it must make another Charisma saving throw at the beginning of its next turn, becoming stunned for the duration of the spell on a failed save.\nA creature affected by this spell may make saving throws at the beginning of each of its turns, ending the spell on itself on a successful save"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Record Memory\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Up To 1 Hour\nComponents: V, S, M\nMaterial cost: An empty book with at least 200 pages\nDescription: Record Memory allows you to put someone's Memories into a book for you to read. By placing one hand on an unconscious person's skull and another on a book. Their memories become transcribed into written form, at 2 words per minute of memories no further than a year. The spell takes 1 hour and is broken by the person or you getting hurt, the person waking up, or by moving either hand."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Recovery Blade\nLevel: 3\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A bladed weapon of your choice\nDescription: You wreathe your blade in the glowing energy of life and death. On a successful attack roll, the weapon deals its normal damage, along with 1d6 necrotic damage. You regain hit points half the amount of necrotic damage you deal, and you can convert this into temporary hit points if your regular hit points are at maximum. If you don't want to get hit points back or temporary hit points you can recover spell slots proportional to the damage you deal. Recovering a spell slot requires you to deal 30 per level of spell slot"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Red-Flame Missile\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Druid, Warlock, Wizard, Artificer\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a ranged weapon and ammunition both worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s casting and make a ranged attack with it against one creature within the range of your weapon (long-ranged penalties still apply). On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause red fire to explode from the arrow. Creatures within 5 feet of the target must make a Dexterity saving throw or take fire damage equal to your spellcasting ability modifier.\nAt Higher Levels. At 5th level, the ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to creatures within 5 feet of the target increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Red-Hot Chains\nLevel: 3\nSchool: Conjuration\nClasses: Cleric, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You extend your hand and create many burning red chains from your palms. Each creature within a 15-foot cone of you must make a Dexterity saving throw or become wrapped up in the chains. If wrapped up, the creature is grappled and takes 2d8 fire damage at the start of each of their turns. At the beginning of each of the creature's turns, they may make a Strength saving throw. On a successful save, the creature breaks out and the chains dissipate. On a failed save, the chains tighten around them, increasing the fire damage by 1d8 until they attempt to succeed the saving throw again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Redemption, Variant\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid, Paladin\nCasting time: 1 Minute\nRange: 120 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: You touch up to three willing creatures. For the duration, any damage taken by any of these creatures is halved, and you take the other half of the damage. Any damage resistance, damage reduction, temporary hit points, or other effects still apply to the damage taken by yourself and the creature(s) individually. This spell's effect ends on a creature if it is ever out of range."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Redirecting Shield\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: V, S\nDescription: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Any projectile that targets you and misses is held in the air next to you. At the start of your next turn, make a ranged spell attack for each projectile that you have caught. On a hit, that projectile uses whatever damage dice it normally would, plus your spellcasting modifier. If your concentration is broken, the projectiles fall harmlessly to the ground around you.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each projectile that hits deals one additional die of force damage for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Redistribute Impact\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Reaction, When You Would Take Falling Damage.\nRange: Self (10-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: As you strike the ground, you transfer the kinetic energy into the surrounding area. You take no falling damage, and everyone within 10 feet of you must make a Constitution saving throw, or take half of the damage(rounded down) you would have taken from falling as thunder damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Redistribute Impact, Variant\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Reaction, When You Would Take Falling Damage.\nRange: Self (10-Foot Radius)\nDuration: Instantaneous\nComponents: V\nDescription: As you impact the ground, you transfer the kinetic energy you create into the surrounding area. You take no falling damage, and every creature within 10 feet of you must make a Dexterity saving throw, or take 1d6 force damage for every 10 feet you fell. On a successful save any creatures caught in the blast take half as much force damage.\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reflect\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Targeted By Spell Or Would Be Affected By A Spell That Creates An Area Of Effect\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to reflect a spell toward its caster in the process of casting said spell. If the creature is casting a spell of 5th level or lower that will affect you, the spell is reflected to the creature casting it, or centered on the creature if it has an area. If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell\u2019s level. On a success, the creature\u2019s spell is reflected to the creature casting it, or centered on the creature if it has an area.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is reflected if its level is less than or equal to the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reflection\nLevel: 6\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a shield talisman worth at least 50 sp\nDescription: Warding yourself with powerful defensive magic, you gain the ability to reflect spells back at attackers. Until the spell ends, any time you are targeted by a magic missile spell or a spell that requires an attack roll, you can use your reaction to be unaffected by the spell and direct it back towards the caster. The caster must make a Dexterity saving throw; on a failed save, the spell is reflected back at the caster as though it originated from you, turning the caster into the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reflexive Shot spell)\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Taken When Any Creature Within 30 Ft Of You Moves, And Would Provoke An Attack Of Opportunity Were You Just Adjacent To Them\nRange: Self (30 Feet)\nDuration: Instantaneous\nComponents: V\nDescription: You react to anothers movements, preparing a deadly shot.\nMake a single attack, with a ranged weapon you are holding, against the creature which provoked an attack of opportunity. That creature takes an additional 3d6 damage of your weapons damage typ"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reflexive Shot\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Reaction (On An Attack Of Opportunity)\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A ranged weapon\nDescription: Make a single ranged weapon attack, with a ranged weapon that you are holding and are proficient with, against a creature that triggers an attack of opportunity. This attack deals 1d8 extra damage on a hit"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reforestation\nLevel: 8\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Minute\nRange: Self (500-Foot Radius)\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an ent's heart\nDescription: You plant the heart of an ent, using it to channel massive amounts of positive energy into the vegetation within range. A multitude of mosses and weeds spring into existence and coat available surfaces in this area, and shrubs, vines, trees, and other plants sprout and grow at a vastly accelerated rate. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. For every 10 minutes you maintain concentration on this spell, the equivalent of a decade of plant growth takes place.\nNew plants that sprout are chosen from ones suitable for or present in the current location, while existing plants experience further growth past their normal limits. This growth occurs as if in favorable conditions and is thus unimpeded by soil quality, moisture, or other factors that don't directly damage the plants. Existing stone or wooden structures in this area may be damaged or destroyed by roots and overgrowth.\nWhen the spell ends, you experience a backwash of negative energy. You take 4d8 necrotic damage, which can't be reduced or avoided in any way, and your hit point maximum is reduced by an amount equal to the necrotic damage it took. This damage can't reduce you below 1 hit point. At the end of each long rest, the hit point maximum reduction decreases by 4d8 until it disappears."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Regeneration\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose one creature that you can see within range. For the duration of the spell, that creature is infused with positive energy, regaining 10 hit points at the start of each of its turns. If the creature takes acid or fire damage, it doesn't regain hit points until the start of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of hit points the target regains at the start of each of its turns increases to 15"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Regrowth\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You infuse a creature with natural magic, increasing its ability to recover from wounds. For the duration, in the beginning of each of its turns, the creature regains 1d4 hit points. This spell has no effect on undead or constructs.\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reincarnate Skeleton\nLevel: 5\nSchool: Necromancy\nClasses: Druid\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 250 lb of rare oils and unguents worth at least 1,000 gp, which the spell consumes\nDescription: Touch a dead humanoid skeleton or a piece of a dead humanoid skeleton, and provided that the creature has been dead no longer than 2 weeks, the spell forms a new adult body for it and then calls the soul to enter that body. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d20 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. If the target's soul isn't free or willing to do so, the spell fails.\n\n\nd20\nRace\n\n\n1\nAarakocra\n\n\n2\nDragonborn, chromatic - roll d6: 1.black, 2.blue, 3.green, 4.red, 5.white, 6.Paisley Dragonborn\n\n\n3\nDragonborn, metalic - roll d6: 1.brass, 2.bronze, 3.copper, 4.gold, 5.silver, 6.Pseudodragonborn\n\n\n4\nDwarf, grey (duergar)\n\n\n5\nDwarf, hill\n\n\n6\nDwarf, mountain\n\n\n7\nDwarf, white\n\n\n8\nElf, dark (drow)\n\n\n9\nElf, high\n\n\n10\nElf, wood\n\n\n11\nGnome, deep (svirfneblin)\n\n\n12\nGnome, forest\n\n\n13\nGnome, rock\n\n\n14\nHalf-elf\n\n\n15\nHalf-orc\n\n\n16\nHalfling, lightfoot\n\n\n17\nHalfling, stout\n\n\n18\nHuman\n\n\n19\nLizardfolk genius (5+3d4 Intelligence)\n\n\n20\nTiefling\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly, (and reincarnation as lizard folk will change intelligence)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reinforce\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 8 Hours\nComponents: V, S\nDescription: You touch an object, construct, structure, or section of a structure no larger than 20 feet in any dimension and weave reinforcing magic throughout it to strengthen its integrity. The target gains 10 temporary hit points which last up to 1 hour after the spell ends. While the target has these temporary hit points, it is reinforced in the following ways:\nIf the target is a structure or section of a structure, it becomes magically stabilized and cannot be breached or collapsed. If the target is a structure made up of multiple sections, each section benefits from its own temporary hit points.\nIf the target is an object or construct, it cannot gain levels of weardown or be destroyed. If it were to gain levels of weardown, it instead loses 10 of the temporary hit points granted to it by this spell for each level of weardown.\nAs an action while concentrating on this spell, you can touch the target again and renew the temporary hit points granted to it by the spell. If the target would be destroyed while you are touching it and concentrating on this spell, you can use your reaction to attempt a spellcasting ability check (DC 10, or half the damage dealt to the target). On a success, the target is not destroyed and instead drops to 1 hit point with the temporary hit points renewed.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\nThe default 3rd-level Power Point allocation of this spell is Maximum Dimension 0, Temporary Hit Points 1, Lingering Duration 2, Retaliation 0.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nMaximum Dimension \ud83d\udd17\n20 ft.\n40 ft.\n60 ft.\n100 ft.\n200 ft.\n500 ft.\n1000 ft.\n2500 ft;\n1 mile\n10 miles\n\n\nTemporary Hit Points \ud83d\udd17\n5\n10\n15\n20\n25\n30\n45\n50\n\u2014\n\u2014\n\n\nLingering Duration \ud83d\udd17\n1 minute\n10 minutes\n1 hour\n8 hours\n24 hours\n7 days\nUntil dispelled\n\u2014\n\u2014\n\u2014\n\n\nRetaliation \ud83d\udd17\n\u2717\n1d8\n2d8\n3d8\n4d8\n5d8\n6d8\n7d8\n8d8\n\u2014\nRetaliation. If power points are allocated into this attribute, the target gains the capacity to retaliate against damage. Every time the target receives damage, it deals 1d8 acid, cold, fire, lightning, or thunder damage (chosen when you cast this spell) back to the source of the damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reinforce Armament\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: mineral oil, a whetstone, and a simple melee weapon\nDescription: A metal melee weapon with the light and finesse property you are holding is imbued with arcane power. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon\u2019s damage die becomes a d8. The weapon also becomes magical, if it isn\u2019t already. The spell ends if you cast it again or let go of the weapon.\nAt higher levels, the weapon\u2019s damage die increases when you reach the 5th level (1d10), 11th level (1d12), and 17th level (2d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reinforce Arms\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A vial of mineral oil, a pinch of iron sand, and a weapon\nDescription: You touch a weapon. Until the spell ends, the weapon becomes magical, if it isn\u2019t already. In addition, the first time each turn you roll a 1 on the weapon's damage roll, you can reroll the die and must use the new roll.\nAt Higher Levels. You may reroll a 1 or 2 on a weapon's damage roll at 11th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reinforce Self\nLevel: 2\nSchool: Transmutation\nClasses: Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You infuse yourself with arcane energy, enhancing your physical and mental prowess. For the duration, you can add your spellcasting ability modifier to the next four rolls you make. The rolls can be attack rolls, damage rolls, or ability checks.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can apply this effect to one additional roll for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rejuvenate\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch a willing creature that is missing hit points and has temporary hit points. The target's temporary hit points are reduced by the amount of hit points they are missing, and the target regains an amount of hit points equal to the temporary hit points lost. This spell has no effect on constructs or undead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rejuvenation\nLevel: 3\nSchool: Evocation\nClasses: Bard, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a leaf, root, mushroom or twig\nDescription: Natural healing energies wash over a creature of your choice within range, taking the form of spectral raindrops and leaves. For the duration, the target regains 1d4 hit points at the start of each of its turns, and has advantage on saving throws against disease. The spell ends if the target falls unconscious. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Remorseless Winter\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, M\nMaterial cost: a glass sphere filled with water and flecks of silver worth at least 200gp\nDescription: An icy storm envelops your body, both dangerous and chilling. The area within range is considered heavily obscured for anyone but yourself. Creatures other than you which are within range or that end their turn there take 2d4 cold damage, and must succeed on a Strength saving throw or be pushed to the nearest unoccupied space outside of range.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 5 feet for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Remote Bomb\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Up To 10 Minutes\nComponents: S\nDescription: You magically create in your open palm either a bluish-white sphere or cube rigged to explode. As part of the action used to cast this spell, you can throw this bomb out to a range of up to 20 feet. The bomb is unusually lightweight, as if made of parchment, and can be pushed or carried on strong winds. The sphere version of the bomb will easily roll down slopes.\nAs a reaction, you can cause the bomb to detonate with a concussive burst. Any creature within 10 feet of of the bomb when it detonates must make a Dexterity saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from the bomb. On a success, a creature takes half damage and isn't pushed. Any unattended object within 10 feet of the bomb takes double the full damage and is pushed 10 feet away.\nIf it doesn't detonate beforehand, the remote bomb will instead detonate at the end of this spell's duration, or if you cast this spell again before the end of the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Remove Breath\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: S\nDescription: You pull the wind right out of the lungs of a creature within range, causing them to choke. It must make a Constitution saving throw. On a failure, it fails to hold its breath and begins to suffocate, taking 2d6 necrotic damage.\nUnless interrupted by some means of intervention, such as by casting the remove breath spell again or choking the creature, the target will be able to breathe again at the start of its next turn.\nThis spell has no effect on creatures that do not need to breathe, such as most undead or constructs; It also has no effect on creatures that do not breathe air, such as fish."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rend\nLevel: 4\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: S\nDescription: You weaken the mind of a creature you can see within range, leaving them vulnerable for a time. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 psychic damage and becomes mentally exposed; for the duration, the target takes an additional 1d6 psychic damage the first time it takes psychic damage on a turn. On a successful save, the target takes half as much damage and isn't mentally exposed.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, the psychic damage (both initial and from taking psychic damage) increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Renew Life spell)\nLevel: 4\nSchool: Transmutation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self (30 Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a holy symbol worth at least 10 gp\nDescription: Imbue yourself with the power of your deity to sustain yourself and your allies around you. While this spell is active, you levitate 5 feet above the ground, but cannot be used to pass large declines (such as a cliff) and your body glows dim light in a 5 foot radius of a color depending on your alignment: white if good aligned, black if neutral or evil.\nWhen you activate this spell, all creatures of your choice within range gain 1d8 + spellcasting modifier hit points. On further turns, you can use your action to activate this heal again. If you use your action for anything other than Renew Life while it is active, the spell immediately ends, losing the connection to your deity.\nWhen you cast this spell using a spell slot of 5th level or higher the amount healed increases by 1d8 for each slot level cast above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Renewed Servitude\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Paladin, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: adamantine bindings of some sort\nDescription: When you cast this spell, choose one creature you currently have charmed or are otherwise controlling, like through the suggestion or dominate person spells. It's duration is replaced with this spells duration, and the current duration resets.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level, the duration becomes 8 hours. When cast at 8th level or higher, it becomes 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reorientate\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet (2-Foot-Radius Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a ball bearing or navigational instrument\nDescription: You twist space itself, rotating all matter, objects, and creatures in a region within range that does not exceed a 2-foot-radius sphere up to 180 degrees in any direction. An object or creature must be contained entirely within the region to be affected. Material that is not a part of a particular object or creature, such as terrain or exposed liquid, is always affected. Anything in motion that is affected has its direction of velocity rotated accordingly.\nIf attempting to move an object held by a creature that is unaffected by the spell, the creature must make a Dexterity save against your spell save DC. On a successful save, the creature holds the object in place. The GM may allow a creature to instead make a Strength saving throw in certain cases, such as a creature pushing against an object.\nAt Higher Levels. When you cast this spell using a spell slot of second level or higher, the maximum radius increases by 2 feet and the range increases by 15 ft. per level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Repair\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: some adhesive or tools, a minimum of 1 sp's worth of pertinent materials if no metal or rarities are required, or at least 1 gp's worth otherwise (consumed)\nDescription: You touch a damaged object or construct and attempt to restore it to a functional state. Up to 5 feet of the object or construct is affected at a time, and it regains hit points equal to 1d10 + your spellcasting modifier. This spell can repair magical objects, but cannot restore magic to an object.\nDepending on the composition of the object or construct you are repairing, the DM may decide to increase the cost of the materials consumed for the spell to function.\nAt Higher Levels. The hit points recovered increases by 1d10 for each slot level above first, and each second slot level above first increases the affected area of the object by 5 additional feet. Casting this spell at 2nd level also removes one level of wear and tear from the target, and an additional level for each slot level above second.\nVariant Spellcasters[edit]\nThe DM may allow this spell to be taken by the following subclasses: forge cleric and creation bard. Otherwise, those classes do not get access to this spell.\nSee Also[edit]\nReinforce (5e Spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Repair/Raze\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A rusted piece of iron\nDescription: Choose a 10-foot square within range. Objects in the area are subjected to one of the following effects.\nRepair. Every object in the area regains 50 hitpoints, as time is reversed for all objects inside, returning them to a better state. If objects inside were affected by Raze, they are no longer dust, and instead just take their previous form.\nRaze. Every object in the area takes 50 force damage, as time is rapidly advanced for objects inside. An object reduced to 0 hitpoints by this immediately becomes nothing more than dust and shards of it\u2019s former self. Nothing except the wish spell, divine intervention, or the Repair effect can reverse this.\nAt Higher Levels. When cast at 6th level or higher, the square\u2019s size increases by 10 feet for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Repairs\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Wizard\nCasting time: 1 Min\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a metal file, a bit of string, and a few drops of glue\nDescription: Magically restores damage to objects and constructs\nRepairs a damaged object as per the mending spell, but has no limit on the number of tears or breaks in the object. The spell can also be used to restore hit points to a damaged construct. If used in this fashion, it will repair 2d6 hp + your spellcasting ability modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 4 or higher it will restore an additional 1d6 hit points to damaged constructs for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Repartition Spell\nLevel: 2\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: If you have a spell slot of a higher level, you can transfer it down into three lower level spells.\nDivide a higher level spell slot of at least level 3 into three lower level spell slots in which the numbers of the lower level spell slots sum to the higher level one.\nThe higher level spell slot is used up, and the new spell slots created must be used within 1 minute, or they are lost.\nExample: Say you have a level 5 spell slot, you can use it, to give yourself 2 1st level spell slots and one 3rd level spell slot. As long as the sum of the spell slots are the same, you can transfer them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Repel\nLevel: 1\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell, target one Large or smaller creature or object that you can see within range. The target must succeed on a Strength save or suffer an effect based on its size, as shown in the list below.\nTiny. The object or creature is thrown through air in a direction directly away from you. It travels 60 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.\nSmall. The object or creature is thrown through air in a direction directly away from you. It travels 45 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.\nMedium. The object or creature is thrown through air in a direction directly away from you, and never gets more than 15 feet above the ground. It travels 30 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.\nLarge. The object of creature is thrown through air, in a direction directly away from you, and never gets more than 10 feet above the ground. It travels 15 feet, and upon impact, it takes 1d6 damage for every 15 feet it was flung before impact.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance a creature flung is increased by the number of feet the creature can be flung by 10 feet per spell level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Replication\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: When you cast this spell, choose one spell of 8th-level or lower. You may duplicate the effect of that spell as if you had just cast that spell. The effects of the spell take effect immediately.\nIn addition, you may attempt to replicate the effects of a 9th-level spell as well. Make a DC 19 Constitution saving throw. On a successful save, you may replicate the effects of any 9th-level spell other than wish or true resurrection. On a failure, you take 10d6 force damage, as the effects of trying to replicate the force of a 9th-level spell backfires and damages your body. Regardless of whether you succeed on the saving throw or not, you may not cast another spell of 5th level or higher during your next turn, as the force of replicating such a powerful spell drains you magically."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reprisal Blitz\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You Take Damage From An Attack.\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: When you take damage from an attack, you can absorb the power of that attack and retort back against the target. When you cast this spell, record the damage you have taken. The next time you hit with a melee weapon attack during this spell\u2019s duration, your attack deals an extra damage equal to the recorded number."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rerange\nLevel: 1\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: When you use your action to cast a first level spell with a range type of such as cone, sphere, line, pillar, or etc. use your bonus action to cast this spell.\nYou can distribute the range of the spell you cast as an action in any way you desire with the minimum value of 5x5ft cube. Still the base range does not change.\nFor example, the spell Fireball has a 150ft range and 20ft radius sphere, which means it has 124 5x5ft cube which you can use as you fit. But the spell's center(or some thing like that) still need do it inside the range of 150ft. (This part will be determine with the DM's permission)\n\nAt Higher Levels. When you want to Rerange a higher level spell you have to up cast this spell to the same or higher level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reshape Terrain\nLevel: 4\nSchool: Transmutation (Ritual)\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You reshape the terrain to your will. You can alter the terrain of a 50 foot cube centered on a point you can see within range. You can subtract or reshape the present terrain as you choose within the cube, but you can only add material that is present within the cube when you first cast the spell.\nThe spell takes the entire hour that you spend concentrating on it to change into the shape that you chose when you first cast the spell. If you break concentration part way through, the change halts and the terrain will only be partly shifted depending on how long the spell was concentrated on for. The DM will decide what this looks like.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the area affected by 50ft for each level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resist Annihilation\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a palm-sized disc of adamantine worth at least 300gp, which the spell consumes\nDescription: You prevent one creature or corpse that you touch from turning to dust. For the duration, if the target would be disintegrated, atomized, or turned to dust because of spells or other magical effects, it doesn't. If the spell was cast on a creature, it lasts even after the creature's death.\nThis spell is vulnerable to dispel magic and antimagic field."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resistance, Variant\nLevel: 1\nSchool: Abjuration\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You touch one willing creature. On each of their turns until the spell ends, when they take damage, they may reduce the damage dealt by 1d4 + 1. Once they use this feature a number of times equal to your spellcasting ability modifier, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resonant Shockwave\nLevel: 5\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The next time you make a ranged weapon attack during the spell's duration, lyrics of frustration and dissonance transform the fired projectile, or the weapon itself if it's a thrown weapon, as it travels faster than the speed of sound, releasing an explosive cacophony of deafening sounds. Make the attack roll with advantage. The target takes 5d10 thunder damage on a hit, or half as much damage on a miss, instead of the normal damage. If the attack hits, the target must succeed on a Constitution saving throw or be pushed 20 feet back, knocked prone, deafened for 1 minute, and stunned until the end of your next turn.\nWhether you hit or miss, each creature within 15 feet of the target must make a Constitution saving throw. Each of these creatures takes 2d10 thunder damage and is pushed 10 feet away from where the creature was and is deafened for 1 minute, or half as much damage on a successful save.\nThe piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for both effects of the spell increases by 1d10 for each slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resonating Mind\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: As an action you cause a creature within range to make a intelligence saving throw or take 1d4 psychic damage and any creature within 5 feet of them must also make the saving throw or take the same damage.\nAt Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The range of creatures affected increases by 5 feet at level 11 (10 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Respirance\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 8 Hours\nComponents: S\nDescription: You draw directly from the elemental plane of air to supply your lungs with much-needed oxygen. For the duration of this spell, you no longer need to breathe and are immune to suffocation.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can extend the benefits of this spell to other creatures. For every level of the spell slot used above 2nd, you can target one additional creature within 30 feet of you to receive its effects.\nElemental Discipline. A Way of the Four Elements monk may use 3 ki points to cast this spell if they know the Fist of Unbroken Air discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Restorative Overflow\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You begin to well with restorative energy for 1 minute. The next time you would grant temporary hit points to any number of creatures while under this effect instead heals the targets for a number of hit points equal to the number of temporary hit points you would have granted."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Restore\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Paladin, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tool for repairing, such as a wrench\nDescription: You touch one small broken item no larger than a candle or object affected by a spell that has been by some device drained of magic. An item is immediately restored such as in the Mending cantrip. An object affected by a drained spell has the spell's effects restored. This spell must be of first level or a cantrip and may not be a concentration spell unless it has an indefinite concentration time or one longer than 12 hours that has not yet expired time-wise. If the spell has a material component that is consumed, you must have the material, which is consumed upon casting this spell.\nAt Higher Levels. When cast at 4th level on a non-magically-affected item, this spell instead can immediately repair an item the size of which is found in the Greater Mending 3rd level spell. When cast at a higher level than 1st on a magically-affected item, you can restore a spell's power that is equal to the level you cast this spell at. This spell cannot be cast at a power level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Restore Time\nLevel: 4\nSchool: Evocation\nClasses: Bard, Cleric, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Uttering the Astral words for Fate and Heal you slam your Astral Weapon into the ground and a light-blue aura radiates from the ground.\nThe Astral Energy within the sphere flies to the open wounds of any friendly creatures nearby. Each target regains hit points equal to 2d8 + your spellcasting ability modifier"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Restore/Bind Soul\nLevel: 7\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a diamond worth a least 1000 gp\nDescription: You wretch the soul from a creature that has one, and that you see, the soul is then bound to the diamond as long as the spell persists. It can be freed by successfully dispelling the binds of this spell, such as Dispel Magic. While it is within the gem, the dead creature cannot be brought back to life. Additionally as an action you can touch the gem to the body of the dead humanoid, then you must make a successful DC 15 wisdom check. On a success you force the soul of the creature back into its body, bringing it back to life. On a failure the soul escapes the gem and attempts to attack you(the soul has the statistics of a ghost). In either case, if the soul is hostile or not, it disappears after one minute to the afterlife"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resurrect Skeleton\nLevel: 7\nSchool: Necromancy\nClasses: Bard, Cleric\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 1,000 gp, which the spell consumes\nDescription: You touch the full skeleton of a dead creature that has been dead for no more than a century, that didn't die of old age. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds, restores any missing body parts and returns all flesh to the skeleton.\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resurrection From Beyond\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A sprinkle of holy water and blue diamonds worth at least 25,000 GP, which the spell consumes\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Necromancy and Evocation magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(Hold Value 5)\nThis spell is identical to True Resurrection except for the following differences:\nYou can bring a creature back that died of any reason, regardless of how long ago they died (Even if they died of old age). If the creature was at least an adult, if a new body is made to accomedate the spell it appears to be aged to the first year of adulthood for the creature's race. If the creature was younger and a new body is made, it matches the creature's age.\nA creature does not have to be willing, only free, to be brought to life by the spell. A deity can protect any creature from this when the spell is cast, and automatically knows if the spell is being cast on any of their followers, friends, or family.\nA creature that has never been alive but has a soul can be brought to life by this spell, becoming a 10 year old humanoid of the caster's choosing from the humanoid races they have seen often. The body of such a creature can grow up as normal, but appears genderless. A creature brought to life this way always appears genderless if brought into new bodies by spells like Reincarnation, unless if done so by a deity"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Retributive Shock\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Reaction, To Having Your Concentration Interrupted\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a fine, powdery substance\nDescription: Commonly used by rivaling spellcasters, believed to be the cause of wizards carrying any other form of weapon.\nAs the energy used in concentrating begins to fade, it surges right back towards it's cause. The creature in range who interrupted your concentration takes 2d6 psychic damage, and must make a Charisma saving throw. On a failure, they cannot concentrate on spells until the start of their next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Retrocognition\nLevel: 3\nSchool: Divination\nClasses: Bard, Cleric, Ranger, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing\nDescription: This spell, once cast, allows the user to view up to 1 minute's worth of events that occured in the past week at that location. You may choose a point in time within the last week to view when you cast this spell. The caster may then can use their action on the following turns to choose another point in the future or past from that point to view, up until the present. If there was any effects that occured during that time that cause protection from scrying, that period of time will be blotted out"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reverb\nLevel: 3\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You touch a creature and words appear along the appendage you touched, causing the target to be bombarded with sound. As an action, you touch a creature and think of a word or sound. The creature must then make a Wisdom saving throw against your spell save DC. The creature must make this saving throw at the start of each of its turns until the spell ends. If the creature fails, it must suffer one of the the following effects:\n-You think of a sound, such as thunk, whap, or bam. This sound then loudly bombards the creature's ears, causing them to be stunned and deals 1d6 + 2 psychic damage at the end of each of it's turns. The sound stops if the creature succeeds the saving throw.\n-You think of a word or phrase, such as \"Believe me!\" or \"I hate you!\". This sound then plays in your voice, repeatedly playing in the creature's ears. If the creature fails the saving throw, it believes the words it hears and is convinced they are true. If the creature succeeds, the creature does not believe the words it hears, causing the spell to end and the creature to gain resistance to the spell for 1d4 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reversal\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Wizard\nCasting time: 1 Reaction (A Creature Other Than Yourself Is Targeted By A Spell)\nRange: 30Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a clear quartz worth at least 25 gp\nDescription: You target one willing creature or object that is being targeted by a spell. If the spell is a cantrip or 1st level spell, it is automatically negated.\nIf the spell's effect causes the target creature to make a saving throw, it gains advantage on any saving throws it makes.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it will negate any spell whose level is lower than its current spell level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reverse Flow Control\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: Choose one creature or object within range. If the target is a creature it must succeed on a Wisdom saving throw or be paralyzed for the duration. If the target is an object, it cannot be moved from it's position for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature/object for each slot level above 2nd. The targets 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: Reverse Morality\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Cleric, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: One creature of your choice within range must succeed on a Wisdom saving throw or change to the alignment opposite their own (for example, changing from lawful good to chaotic evil). This spell has no effect on creatures with a neutral alignment on both the good/evil and law/chaos axes, or who are unaligned. A remove curse spell cast at 5th level or similar magic reverts this effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reverse Time\nLevel: 8\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Round\nComponents: S, M\nMaterial cost: A broken pocket watch\nDescription: Target 1 creature or object. After the spell ends, everything involving that target, including hit points, ability scores, equipment, spell slots, experience, etc. will all be returned to as it was when the spell was first cast, with one exception; if they had been in the process of any sort of action, such as casting a spell, attacking, moving, etc., it is canceled. The spell slot used to cast this spell is not restored.\nAt Higher Levels: When cast with a spell slot of 9th level, the amount of creatures you can target increases to 2 (you can choose two targets to be affected, as long as they are both within range)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Revert Time\nLevel: 1\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature you touch has its wounds revert back in time.\nThat creature gains hit-points equal to 1d6 + your spellcasting ability modifier, and 1d4 temporary hit points. In addition, roll 1d2. On a 1, you suffer fatigue from casting this spell and must spend your next turn recovering from its casting.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it imparts an additional 1d6 hit points and 1d4 temporary hit points for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Revitalize\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamond dust worth at least 100 gp, which the spell consumes\nDescription: You touch a creature that has died within the last round. That creature returns to life with 1 hit point, and suffer 1 level of exhaustion. This spell can\u2019t return to life a creature that has died of old age, nor can it restore any missing body parts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rewind\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 5 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You draw a sigil on an unoccupied space on the ground within range of this spell, which stays for the duration. During the duration of this spell, you can use a bonus action on your turn to teleport back to where the sigil was placed. In order to do so, you must be on the same plane of existence as the sigil and be within 60 feet of it.\nAfter teleporting to the sigil, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of times you can teleport to the sigil increases by one and range to which you can teleport back to the sigil is increased by 30 feet for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rewind Death\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nDescription: You point your finger at up to 3 creatures within 20 ft of each other. They see their entire past and possible future up to this point.\nThe creature must roll a Wisdom saving throw and take 2d10 necrotic and 3d6 psychic damage. On a successful save, they take half. On a failed save, they take full damage and are frightened of you for 10 minutes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rewind, Variant\nLevel: 8\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet (Or 300 Foot Sight)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a stopwatch\nDescription: By your command, an aura of time magic condenses in the air around either a target you can see within range, or an area affected by an item, spell, or class ability that you saw was cast within a separate range of 300 feet.\nFor a creature or object target, you may rewind their current status up to 6 seconds in the past. This may include their current hit points, temporary hit points, consumed hit dice, status effects (poisoned, invisible, incapacitated, etc), anything they are/were holding concentration on, any spells or class abilities or other personal (non-area of effect) effects active on them, or if they are/were dead/destroyed. If the target object or creature died/was destroyed in a way that left negligible remains (e.g. the spell Disintegrate), you must have either seen the death/destruction or must have a visual on residual traces of the creature or object (e.g. the grey dust pile left behind by Disintegrate) at the time of casting Rewind. This spell may, for example, rewind the duration of any personal (non-area of effect) spells, item effects, or class abilities active on the target, and undo the effects of any instantaneous items usages, class abilities, and spells of any kind which affected the target (so long as they are not a higher level than the casting level of Rewind, see below). This spell cannot rewind any usage points of items, ability uses of class abilities, or expended spell slots, nor will it move targets back to the area they had previously occupied. It will not change the memories of a target, unless a memory modifying spell is being reversed by this spell.\nFor an area, you may rewind the total effect of any item use, spell, or class ability back by up to 6 seconds. The creatures or environment affected by the item, spell, or class ability may expand beyond the 300 foot sight range, so long as you saw it used/cast within the 300 foot sight range. This spell will not rewind any usage points of items, ability uses of class abilities, or expended spell slots.\nThis spell can only rewind any effects, spells, or class abilities that are cast at 8th level (such as with an 8th level spell slot) or below. All items (except at the DM's discretion) can be rewound. For the purposes of this spell, class abilities can be treated as spells cast at the level they were acquired or most recently augmented at, divided by 2 (rounded up).\nAt Higher Levels. When you cast this spell using a spell slot of 9th level or higher, this spell gains the ability to rewind the effects of any spell or effect equivalent to the expended spell slot or lower. Additionally, you gain another minute that you can rewind a target or area for each slot level above 8th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ribbit\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: A creature in range that you can see must succeed on a Charisma saving throw or become unable to speak in anything but frog-like croaks and ribbits for the duration. While affected the target cannot provide the verbal components of cantrips nor 1st-level spells, and cannot use abilities requiring it to be heard and understood (such as a knight's Leadership). However, the target can communicate with those able to speak with frog and toad beasts, such as a bullywug or anyone affected by the speak with animals spell. The target can also breathe both air and water for the duration.\nThe target can use an action to repeat the saving throw by massaging its vocal chords or practicing vocalization. A successful save ends the effect.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target is rendered unable to provide verbal components of any spell up to and including the level of the spell slot you use."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle\nLevel: 5\nSchool: Conjuration\nClasses: Wizard, Sorcerer, Warlock, Bard\nCasting time: 1 Action\nRange: Self (40-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle.\nCreatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language. Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, a creature takes 2d6 psychic damage from the brush of the vast otherworldly intellect.\nOn a failed save, the creature becomes stunned for the duration. At the start of each of the creature\u2019s turns before the spell ends, the creature takes 4d10 psychic damage, and can make another saving throw. On a successful save, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle spell)\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle.\nCreatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language. Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, a creature takes 2d6 psychic damage from the brush of the vast otherworldly intellect. On a failed save, the creature becomes stunned for the duration. At the start of each of the creature\u2019s turns before the spell ends, the creature takes 4d10 psychic damage, and can make another saving throw. On a successful save, the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle's Rapid Retreat\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a ferrous stone\nDescription: Palming the stone used as the material component, you briefly create a powerful repulsive force between yourself and a target you can see within 10 feet. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage and you are pushed up to 10 feet away from the target. You do not provoke opportunity attacks when you move in this way.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 per slot level over 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle's Rumble\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: small iron anchor pendant\nDescription: You enable a creature you touch to perform powerful jumps, that release a shockwave upon landing. The affected creature's jump height and distance equals their movement speed, and the creature no longer takes damage from falling from a height equal to its movement speed for the duration of the spell. In addition, the target is immune to forced movement.\nUsing an Action, the affected creature can make a jump, causing all creatures within a 10-foot radius of the landing spot to make a Strength saving throw. A creature takes 1d10 thunder damage on a failed save and is pushed 10 feet back and knocked prone. On a success the creature takes half damage and is not pushed or knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 per spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle\u2019s Reenactment\nLevel: 4\nSchool: Divination (Ritual)\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Minute\nRange: Touch, Self (10-Foot Cube)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, M\nMaterial cost: puppets, dolls, effigies, tiny props, rocks\nDescription: You animate puppets and props to reenact an event that happened in the past to the best of their ability. You can choose two puppets and designate one prop that they can interact with. To the best of their ability they silently retell an event in the past specified by you. You must designate at least one puppet as someone you know who was at the event, the other puppet takes on the roll of another creature at the event and who it is is up to the DM. If no one else was present at the event it remains inert.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher you can animate one additional puppet and prop for the reenactment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle\u2019s Repulsion\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: two magnetic rocks\nDescription: For the duration, you exude an aura of repulsion of 10-foot radius. The aura has the following effets.\nAny creature that attempts to enter the aura must succeed on a Strength saving throw, or it can't move through it until the start of its next turn.\nA creature that start its turn inside the aura must make a Strength check, or is pushed up to 10 feet, towards an unoccupied space within 5 feet of the aura's area.\nIf you move the aura towards a creature, that creature must succeed on a Strength save, or is moved along with you (without provoking opportunity attacks). Ending the turn being moved in such a manner.\nA creature that makes a ranged attack against the aura must succeed on a Dexterity saving throw against your spell save DC, or the attack misses.\nUnheld objects smaller than you or of same size are pushed by the aura, not entering it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Riddle\u2019s Ridiculous Routine\nLevel: 5\nSchool: Transmutation\nClasses: Wizard\nCasting time: Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a gold ring with thread tied to it\nDescription: You attempt to turn a creature you can see within range into your puppet. The target must succeed a Strength saving throw, or have spectral threads latch onto their limbs, allowing you to control their movements. As a reaction or bonus action on your turn you can perform one of the following effects:\nYou can pull on the target\u2019s leg causing them to fall prone.\nYou tug on their limbs to disrupt their attacks giving them disadvantage on their attacks until your next turn.\nIf the target has unusual limbs such as wings, a tail, or a trunk, you can cause them to be unusable until your next turn.\nYou can force the target up to 15 feet away from where they currently are.\nOnce you cause an effect you cannot cause another until your next turn. The target can reattempt the saving throw at the start of their next turn, ending the spell on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rift Balance\nLevel: 1\nSchool: Abjuration (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place.\nYou raise your hand at a target within range as their Astral energy flows towards your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Constitution save or take Necrotic 2d8 damage, you can then heal another target by the same amount of damage of your choice, you cannot choose yourself"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Righteous Might\nLevel: 5\nSchool: Transmutation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: divine focus\nDescription: Your size doubles in all dimensions and your weight is multiplied by 8. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the spell ends, Strength skill checks (Athletics) and Strength saving throws that you make are equal to your Strength score (max 20). Your weapons and armor also grow to match your new size. While these weapons are enlarged, the weapon deals an additional damage die on the weapon but not any magical damage dealt by the weapon.\nIn addition, you are infused with supernatural hardiness. For the duration, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3 and your AC increases by 2.\nAny enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).\nMultiple magical effects that increase size do not stack"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Righteous Storm\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 360 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Up to three pillars of fire erupt in locations you choose. Each pillar is a 10-foot-radius, 50-foot-high cylinder centered on a point on the ground within range; the pillars cannot be placed directly on top of one another, but can overlap. When you cast this spell and at the start of each of your turns for the duration, each creature in the area must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.\nThe fire damages objects in the area and ignites flammable objects that aren\u2019t being worn or carried. If you choose, plant life in the area is unaffected by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional pillar for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rigor Mortis\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a vial of graveyard dust or a twig from a cemetery tree\nDescription: You touch an undead creature, which falls prone. For the duration, the target is incapacitated, can't move or speak, and automatically fails Strength and Dexterity saving throws. Each time the target takes damage, it makes a Wisdom saving throw against the spell; if this saving throw succeeds, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rimeward Strike\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: 1 Round, Varies\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 then your weapon creates a miniature blizzard that whips around the target and buffets them cold fury. At the start of their turn, they will take 1d6 cold damage by being buffeted by ice and freezing wind. If there is at least 1 gallon of water within the square in which you struck with this spell, you deal an additional 1d6 of damage.\nAt Higher Levels. At 5th level, you deal an extra 1d6 cold damage on a hit, and the number of rounds this miniature blizzard lasts increases by one. The extra damage roll increases by 1d6 and the number of rounds the blizzard lasts increases by one again at 11th level (2d6 and 3 rounds) and 17th level (3d6 and 4 rounds)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rising Dragon Soars the Sky\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a martial melee weapon worth at least 1 gp\nDescription: The weapon used to cast this spell pulses with otherworldly energy, as you lunge forward. You move up to 60 feet in a line any direction. This movement does not provoke opportunity attacks. You can move through a creature's space when doing this, so long as you don't end your turn in it's space.\nAfter the massive surge forward, you release a colossal boom of energy. Every creature within 30 feet of you(barring yourself) must make a Constitution save, or take 6d10 thunder damage, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d10 for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rite of The Elemental Blood\nLevel: 9\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 12 Hours\nRange: 100 Feet\nDuration: Concentration (For The 12 Hours), Permanent\nComponents: V, S, M\nMaterial cost: 8,000 GP of ruby dust, that's consumed on casting\nDescription: Chose one of fire, acid, cold, and lightning. one creature, who must remain within range through the whole casting, gains these effects:\nWhenever a creature hits an enemy in melee they take 4d6 damage of the chosen damage type.\nThe target of this spell gains resistance to the chosen damage type, if the target already has resistance they instead gain immunity.\nThe target is immune to disease as well as ingested and injury triggered poisons not specifically made for elemental blood.\nThe target gains these effects based on their element:\nIf the caster chose cold, the target now loses an exhaustion level per day whenever they are in temperature of 0 Fahrenheit or lower, and regain 1 hp/minute in conditions of -40 or less, but are vulnerable to fire damage and have disadvantage to saving throws against hot weather.\nIf the caster chose fire, the target is now capable of going without water indefinitely with no adverse effects so long as they remain in conditions of 100 degrees Fahrenheit or higher, and may go without food in conditions of 110 degrees or higher, but they may only hold their breath for con-2 minutes(min 30 seconds) and automatically fail your first death saving throw from drowning and are vulnerable to cold damage\nIf the caster chose lightning, the target's speed is doubled for a turn whenever they would take lightning damage, and the target's next melee attack deals half the damage they would have taken. However, they take 5d6 force damage at the start of their turn if they are in water even if they are partially immersed.\nIf the caster chose acid, the target now may breathe in any liquid that contains oxygen(like almost all acids) and may choose to, when reduced to 0 hp, instantly die, but explode in gore dealing 5d6 acid damage to everyone in a 20-foot radius. You have disadvantage to all saves against contact poisons as your mildly acidic skin slowly absorbs all things in contact with i"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rock Pellets\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You conjure bullet like projectiles out of solid rock pelting your target. Make a ranged spell attack. On hit target takes 2d4 piercing damage.\n\nAt Higher Levels. The spell's damage is increased by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rock Splash\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet (15 Foot Cone)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A rock weighing at least 5 lbs, which the spell consumes\nDescription: You use your mighty magic powers to pick up a nearby rock and lob it at that group of nunchucks standing over there. It unceremoniously shatters on impact, showering all of them with many tiny sharp things.\nTarget a point within range. All creatures within a 15-foot cone originating from that point must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone's area of effect extends by 5 feet for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rock Toss\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack against a target within range. On a hit it takes 1d8 bludgeoning damage and is knocked 10 feet away from you.\nAt Higher Levels. The spells 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: Rock Wave\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of malachite\nDescription: You create a storm of razor-sharp stones that forms a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 4d4 slashing 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 2nd level or higher, the damage increases by 1d4 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rockform\nLevel: 6\nSchool: Abjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: an amount of dirt, sand, or stone equal to your own weight\nDescription: You move earth from within 5 feet of you around yourself like a body suit, giving you a thick layer of malleable protective earth. This protective suit grants you a number of effects for the duration of the spell:\nYou gain 2d6 + 30 temporary hit points.\nYou become resistant to bludgeoning, piercing, and slashing damage.\nAs long as you are standing on solid ground made from some kind of stone, dirt, or sand, you can't be pushed by external sources and you can't be knocked prone or stunned.\nIf you would take damage greater than your current temporary hit points, the rock armor shatters. You instead take no damage, lose all your temporary hit points, and the spell ends.\nYou cannot take the Dash or Dodge actions.\nIf you lose all of your temporary hit points before the end of the duration, the spell ends.\nThe earth surrounding you collapses to the ground when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rocks Fall\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bag of gravel\nDescription: With a loud rumble, large rocks rain down from the sky. Choose a point you can see within range. Each creature in a 20-foot radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes only half as much damage and is not knocked prone. Afterward, the ground in that area is littered with loose stone and becomes difficult terrain until cleared.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Roll the Bones\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: S\nDescription: You control the results of the rolls of the same set of up to six dice made of bone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Root Walk\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: the root of a plant\nDescription: You touch a plant and are teleported to another within range. You teleport to an open space within 5 feet of a Large or smaller plant or Plant creature that you can see within 30 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Roriloch's Waveshredder\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 2 Actions\nRange: 300 Feet\nDuration: Concentration, Up To Indefinitely\nComponents: V, S, M\nMaterial cost: a shard of fulgurite\nDescription: You take a turn to gather the power to cast this spell, sparks of violet lightning discharging from your body, then unleash it as an action on your next turn. A massive and vicious arc of purple electricity erupts from you towards a target within range. The target takes 7d10+35 lightning damage.\nAs an action on each of your turns while you remain concentrating on this spell, you can expend a spell slot of 7th level or lower to deal additional lightning damage to the target equal to 35 + 1d10 for each expended spell slot level. You can also switch the target to another target within 30 feet as part of the same action.\nThe spell ceases to affect a target once they move out of range or they have cover from you. If there is not another valid target within 30 feet of the first, the spell ends. The spell also ends once if you spend a turn without expending a spell slot for this spell. Once the spell ends, you are incapacitated and can only move up to half your speed until after your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d10 and the plus damage increases by 5 for each slot level above 7th. The highest spell slot level you can expend to fuel this spell also increases for each spell level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rorim's Lingering Presence\nLevel: 4\nSchool: Enchantment\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S\nMaterial cost: powdered diamond worth 200 gp, which the spell consumes, or an item similar to a pearl of power or a ring of spell storing\nDescription: When you cast this spell, you manifest a psychic construct formed from a limited fragment of your will and bind it to the material component used in this spell. If the material component is powdered diamond, you bind it to a glyph that can be inscribed on a surface. This glyph follows the same rules for inscription and detection as a glyph of warding.\nWhen you manifest this psychic construct, you choose how it appears and the extent of its capabilities. The psychic construct has your Intelligence, Wisdom, and Charisma scores, your proficiency bonus, and knows all languages of your choice that you knew when you cast this spell. As the psychic construct is manifested from your will, it retains your alignment and, unless you choose to withhold them, your personality traits and some of your memories. While you are within 60 feet of the psychic construct, you can issue mental commands to it (no action required) on your turn. In the absence of your presence, the psychic construct behaves according to the parts of your memory and personality it possesses and attempts to uphold the last command you gave it.\nThe psychic construct has an AC of 10, an amount of hit points equal to twice the spell's level, and cannot be affected by anything with the exception of attacks, effects, or spells that deal psychic damage. If the psychic construct reaches 0 hit points, it dissipates and cannot remanifest until 24 hours have passed. The psychic construct is aware of everything within 120 feet of the glyph or object it is bound to, and cannot manifest outside that radius. If the psychic construct attempts to leave this radius, it dissipates. In initiative order, the psychic construct acts on initiative count 20.\nWhen you manifest the psychic construct, you may grant it your knowledge of spellcasting. The psychic construct knows and has prepared a number of spells (including cantrips) equal to this spell's level + your spellcasting ability modifier. These spells must be ones you know or have prepared when you cast this spell. The psychic construct has one spell slot which can be any level up to 4th level. Once expended, the psychic construct cannot regain this spell slot on its own. You or a willing creature within 60 feet of the construct must expend a spell slot of equivalent level to allow the construct to regain its.\nIf the psychic construct is bound to an item that stores, accumulates, or recharges magic power, such as a pearl of power or ring of spell storing, it can benefit from the properties of that item just as a normal creature would. A creature attuned to the bound item can end the spell as an action. If the glyph or object the psychic construct is bound to is destroyed, the spell ends.\nAt Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the maximum level spell slot the psychic construct can possess goes up by one level for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rotting Root Lord's Rot\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: Self (20 Ft. Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You commune with a powerful, but uncontrollable, earth elemental. All creatures within a 20-foot radius of you must make a Dexterity saving throw. On a failed save, the target takes 8d6 necrotic damage. If this damage reduces the target to 0 hit points, it rots to nothing.\nA rotted creature and everything it is wearing and carrying, except magic and metal 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.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and its range increases by 5 ft. for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rumplestiltskin's Catch Missiles\nLevel: 4\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A golden straw\nDescription: Magical floating arms surround you to protect you. Until the spell ends, any non magical ranged attack from a Large or smaller creature that targets you is caught by the arms and causes the attack to miss regardless of the roll. As a reaction to having one of these attacks target you, you may make a ranged attack with the weapon or piece of ammunition, against the creature that targeted you. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile has a normal range of 20 feet and a long range of 60 feet.\nAlso, for the duration of this spell, ranged spell attacks are made at disadvantage against you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rumplestiltskin\u00b4s Rainbow Blast\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a golden straw\nDescription: 2 rays of rainbow blast from you. Choose 2 creatures within range or just choose 1 creature that both will hit. The targets must make a CHA saving throw or take 2d6 radiant damage for each ray that hit them and if one creature got hit with 2 rays or more than the saving throws are made with disadvantage\nAt Higher Levels. When you cast this spell from a 3rd level spell slot or higher, an extra ray is created for each spell slot above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rune Blast\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You draw a rune in the air and blast an object or creature in range with different types of damage. The target must succeed on a Dexterity saving throw or take 1d8 damage. The damage type is acid, cold, fire, lightning, poison, or thunder, as you decide when casting this spell.\nThe 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: Rune of Bloodlust\nLevel: 3\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A sharp object\nDescription: You slash your hand open on the sharp object, as you begin to drive a target insane. Choose one creature within range. They must make a Wisdom saving throw, or be aflicted with bloodlust. They are forced to retry the saving throw at the start of their turn, ending the bloodlust on a success, but restarting it on a failure. The bloodlust ends when the spell ends regardless."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rune of Distraction\nLevel: 1\nSchool: Enchantment\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 5 Feet\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a platinum piece, which the spell consumes\nDescription: You place a distracting, invisible rune on an object at least one inch in every dimension and smaller than eight feet in any dimension. The object cannot be a living creature or a magical item. A creature that comes within 10 feet of the object or starts its turn there must make a Wisdom saving throw; if it's actively looking for the item (and it's sure that the item in question is, indeed, the item it's looking for), it has advantage on this saving throw. On a failed save, the creature is compelled to ignore the item and anything around the item, or their attention is otherwise turned elsewhere.\nA creature can detect the rune's presence with a successful Intelligence (Arcana) check against your spell save DC and the rune is disrupted (dispelled) when any spell of 3rd level or higher is cast within 10 feet of it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rune Strike\nLevel: 1\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Reaction, Which You Take When A Creature Within Your Reach Deals Damage To You\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: Make a melee attack against the creature that dealt damage to you. Add your charisma modifier to the attack roll and the damage of that attack.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d12 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rune Teleport\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Wherever The Runes Are Placed, Can Even Be In Other Planes\nDuration: Indefinite/Until Used\nComponents: V, S, M\nMaterial cost: runes, which the spell consumes\nDescription: You can create 1D6+ your spellcasting modifier runes. When used, the runes light up and are inscribed with the creature's name. These runes can be placed in a safe location where you can teleport yourself and your allies to your runes. These runes are destroyed after a use.\nAt Higher Levels. When you cast this spell at 3rd level or higher, you can create an extra D6 amount of runes. The number of added D6's are increases by 1 for every spell slot higher than 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Runic Blink\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Instantainious\nComponents: V, S\nDescription: You Instantly blink from one location to another, teleporting to the location of an, already placed, Arcane Runes (5e Spell) within 60ft. You do not need to see the location only know where it is. This also uses up the arcane rune and it is destroyed as you arrive at the new location. If that location does not have at least 5 feet of space for you to appear in the teleport fails and you remain where you are.\nYou can also choose to send another friendly willing creature to the location of an Arcane Runes (5e Spell) by channelling you energy through them instead of yourself. You need to be touching the creature for a full turn. If at the beginning of your next turn you are still touching the creature it teleports to the desired location and your turn then commences, otherwise if you are not touching them the spell fails.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level. You can expend your additional arcane energy to forcefully make a small space available in the location making the teleport a guaranteed success. The space created is not destructive and therefore can not cause damage but instead creates an artificial pocket that only stretches the area. After you leave the pocket it collapses.\nAlso see spell Arcane Runes (5e Spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rusting Grasp\nLevel: 4\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of rust\nDescription: You touch a creature or a nonmagical object no more than 5 feet in any dimension composed primarily of metal and cause it to become rusted and pitted, effectively destroying it. If the target is an object that isn't being worn or carried, it is destroyed. If the target is a creature or is being worn or carried by one, that creature must make a Dexterity saving throw. On a failed save, a target creature takes 9d10 necrotic damage; an object being worn or carried is destroyed if it isn't armor or a shield or weapon; a piece of armor or a shield takes a permanent and cumulative \u22121 penalty to the AC it offers, and is destroyed if reduced to an AC of 10 (if armor) or a +0 bonus (if a shield); and a weapon takes a permanent and cumulative \u22121 penalty to damage rolls, and is destroyed if this penalty drops to -5."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rusting Sands\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: any item that contains sand\nDescription: Brilliant green sand springs from the caster and quickly devours any objects in its path. Choose one creature or object within range. They must make a Dexterity saving throw. On a successful save, nothing happens. On a failed save, they are covered in the green sand. Every nonmagical object made of iron or wood not being worn or wielded by the target becomes rusted or rotted. Nonmagical armor made of iron or wood gains a -1 penalty to armor class, and nonmagical weapons made of iron or wood gain a -1 penalty to attack rolls and damage rolls. At the start of each of your turns, the penalty increases by -1, to a maximum of -5. If the armor or weapon ever gains a -5 penalty, it is completely destroyed, as it simply falls apart from being too corroded.\nAs an action, a creature can make a Dexterity check to brush off the sand. If they succeed on the check, the effect ends against them, and their armor and weaponry stops corroding.\nAs an action, you can move the sands to a new target. The effect ends against the original target of the spell, and a new creature must make the Dexterity saving throw or suffer the effects of the sands."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sacred Blade\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith.\nYou brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within the weapon's reach. On a hit, you deal the weapon's normal damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, it takes an extra 1d6 radiant damage.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the extra damage dealt to undead and fiends increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sacred Hunting\nLevel: 0\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a fang from a predatory animal\nDescription: The primal side of your faith bares its fangs against evil.\nYou hurl a magical fang, made of divine energy, against a creature. Make a ranged spell attack against a single target. On a hit, that target takes 1d6 necrotic damage, and you gain temporary hit points equal to your Charisma modifier (minimum 1) in response to that damage. Those temporary hit points last until the target they were gained from is defeated or you attack a different enemy by any means.\nThe damage of spell increases by 1d6 when you reach 5th level, 11th level, and again 17th level.\nThis is one of several Deeper Connection spells that can be granted by the patron Voltron, The 5 Faced King, once any one of the five Trials of Lions is completed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sacrifice Sanity\nLevel: 0\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You rip away a portion of the fabric of your mind, and use it to harm another. Choose a target that you can see in range. They immediately take 1d6 psychic damage. However, you have disadvantage on all saving throws until the start of your next turn, as it takes some time to fully recooperate.\nAt 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: Sacrificial Strike\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You channel all of your energy into a singular burst. You are reduced to 1 hit point and you roll an attack against all creatures you intend to attack if you miss they take only half damage then deal damage a total of X times 2 where X is the amounts of hp sacrificed. You cannot target any creature with this spell that has a CR over your level. You may not be healed of the lost hp before you take a long rest nor may you again cast this spell for one week."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sacrificial Summon\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: Take nd8 damage to spontaneously summon n skeleton or zombie surrounding you. At the start of each turn, each controlled unit drains your soul and take n damage (n is reduced if units are destroyed). If concentration is broken, commands will continue to execute but no new commands can be issued until the the spell is cast again. Uncontrolled summons do not require maintenance damage. The spell can be cast again to take control of already summoned units at 2n instead of nd8 casting cost damage.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, instead summons 2n soldiers."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Salamander Communion\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: By communing with the salamanders around you, you understand the will of fire for a short time. The attacks of 1 creature within range deal fire damage until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Salmon's Leap\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 2 fish scales\nDescription: Your anger warms up the muscles in your arms and legs, enabling you to jump and flip mid-air up to 20 feet vertically or horizontally. A burst of energy surges from your landing point. Each creatures within 5 feet of the point must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe jumping range is increased to 40 feet when you reach 10th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Salvi's Ward\nLevel: 3\nSchool: Illusion (Ritual)\nClasses: Bard, Cleric, Druid, Ranger\nCasting time: 1 Minute\nRange: 120 Feet\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a tiny piece of vegetation, dirt, or masonry from the location which you cast this spell\nDescription: You weave an intricate pattern of enchanting and illusory magic through an area to divert attention away from it. The area is a cube that can be as small as 5 feet to as large as 25 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\nTo creatures outside the spell's area, the area appears to blend in identically with its surroundings. Notable features of the area and evidence of any activities are replaced with uninteresting terrain. For example, a campsite in a forest clearing would appear and sound like a normal, if somewhat unappealing-to-pass-through patch of forest.\nIf a creature or band of creatures attempts to travel through the space of the spell's area, roll a d20. On a roll of 6 or higher, they are magically diverted to travel around the spell's area. A creature that suspects the presence of the spell may make a Wisdom (Perception) check against your spell save DC, discovering that they have been diverted from their course. A creature that is aware of the spell's area is only diverted on a roll of 16 or higher. Creatures with magical insight into the location of the warded area, such as by seeing it's true nature via truesight, or by being magically guided to the location such as by spells like locate creature'or find the path, are not subject to the diversion.\nCasting this spell so that it is maintained on the same spot every day for a year makes this effect permanent.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the cube by 25 feet for each slot level beyond 3rd. Thus you could protect a cube that can be up to 50 feet on one side by using a spell slot of 4th level. If the slot used is of 5th level or higher, the duration of the spell becomes 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sand Armor\nLevel: 2\nSchool: Abjuration\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self, Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a pinch of sand\nDescription: You cover the skin of a creature you touch with a layer of sand as a precautionary defensive measure. The covered creature gains temporary hit points equal to their AC + Wisdom modifier. THe spell ends for a creature at the end of the duration, or when you cast this spell again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sand Shurikens\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a pinch of sand\nDescription: You create three shurikens comprised of sand. Each shuriken hits a creature of your choice that you can see within range. A shuriken deals 1d4 + 1 bludgeoning damage to its target. The shurikens all strike simultaneously, and you can direct them to hit one creature or several.\nThe damage dealt by this spell can be negated by effects that can block magic missile, such as the shield spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional projectile for each slot level above 1st. You may choose new targets or the same ones for each."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sand Spear\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You create a spear made of sand on your empty hand. As an Action, you can make a ranged spell attack, with a short range of 30 feet and a long range of 120 feet. On a hit, you cause 6d8 bludgeoning damage and the target must succeed a Strength saving throw or be pushed 15 feet back. If the target hits a wall or other object or creature a size larger than him after being pushed, the target is stunned until the end of your next turn. The spear disappear after hitting or missing the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sand Tornado\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 Feet (10Ft Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an hourglass filled to the brim with sand\nDescription: A tornado comprised of sand howls down to a point that you can see on the ground within range. The tornado is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the tornado up to 30 feet in any direction along the ground. The tornado sucks up any Medium or smaller objects that aren\u2019t secured to anything and that aren\u2019t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the tornado and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 \u00d7 10 feet away from it in a random direction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sandblast\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: As you hold your hands out with your palms facing your targeted direction, a strong blast of sand shoots out from the center of your palms. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 slashing 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 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: Sandblast, variant\nLevel: 3\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: a fistful of sand\nDescription: A furious gale of wind and sand particles erupts from you in a direction of your choice for the spell's duration. The gale is a line that is 60 feet long and 10 feet wide. All creatures with an AC less than or equal to your spellcasting DC take 5d6 slashing damage when they start their turn in the line. If a creature is wearing nonmagical armor or has a nonmagical shield equipped and has an AC higher than your spellcasting modifier, then their armor or shield takes a permanent and cumulative -1 penalty to the AC it offers each turn until the creature's AC reaches your spellcasting modifier. Shields that reach a +0 bonus to AC are destroyed.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nObjects in the line with an AC less than or equal to your spellcasting DC also take the damage, which occurs at the start of each of your turns.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sandcast\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You hurl a swirling mass of sand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. If the target is a creature, it has disadvantage on Wisdom (Perception) checks that rely on sight and a -5 penalty to its passive Perception score until the end of your next turn. Any unprotected, small flame hit by this spell is smothered and quenched.\nThis 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: Sanguine Mantle\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute (Concentration)\nComponents: V, S, M\nMaterial cost: A finely crafted athame worth at least 50 GP and a vial of the caster's blood which is consumed upon casting\nDescription: Upon casting, the target of this spell is enveloped in a fine crimson mist. For the duration of this spell, whenever a hostile creature first enters a space within 15 feet of your ward or starts their turn there, they must make a Constitution saving throw or take 5d6 necrotic damage and suffer disadvantage on the first attack roll they make before the end of their next turn. On a successful saving throw, the target takes half damage and does not suffer disadvantage on their next attack roll.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage of this spell increases by 1d6 for every level of spell slot beyond 5th. For example, if cast as a 7th level spell, Sanguine Mantle would deal 7d6 necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sanguine Scythes\nLevel: 2\nSchool: Transmutation\nClasses: Ranger, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a drop of your blood\nDescription: Blood leaks from under your fingernails and harden, creating a set of crimson claws on each of your hands. The claws are considered finesse melee weapons you are proficient with, deal 1d6 slashing damage on a hit, and score critical hits on a roll of 19-20.\nIn addition, when you take the Attack action and make an attack with the claws, you can make another attack with the claws using a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell lasts for up to 10 minutes. When you use a spell slot of 5th level or higher, the spell lasts for up to 1 hour."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sanguine Song\nLevel: 1\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You hum a specific rhythm that gets yours and your allies blood pumping. For the duration, any creature of your choice who can hear the song within the area gain a bonus equal to 1d4 to their attack rolls.\nThe spell ends if you can no longer speak, or if you use your voice to do anything other than maintain this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sanguine Tide\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Make a melee spell attack against a creature. On a hit, that creature 1d10 necrotic damage, and you regain the same amount of hit points as the necrotic damage dealt.\nConstructs and creatures without blood are immune to this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 to the amount of necrotic damage caused for each level of the spell slot used higher than 1st-level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sapphire Hail\nLevel: 2\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a sapphire worth at least 100 gp\nDescription: Rain down bolts of sapphire energy, devastating your enemies. As past of casting this spell, you toss the sapphire into the air. The sapphire shoots into the sky and rains down blue bolts of energy everywhere within range.\nAll creatures other than you within range must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, or half as much on a success. A target is immune to this spell's damage if it is able to negate the damage of magic missile, such as by casting shield. This spell inflicts no damage to a creature benefiting from mage armor.\nThe sapphire hangs in the air until the beginning of your next turn, at which point it falls harmlessly to the ground.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per additional spell level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sapping Slash\nLevel: 2\nSchool: Necromancy\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small set of balance scales\nDescription: You touch a willing creature, drawing from its life force to create a massive slash of energy. The target takes 10 necrotic damage, which cannot be reduced or prevented in any way. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw, taking 3d10 slashing damage on a failed save or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the slashing 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: Sapping Smite\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or all his weapon attacks using Strength deal only half damage until the spell ends.\nAt the end of each of the target\u2019s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.\nHigher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra 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: Sasha's Rapid Bolts\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: partial remains of a sandwich, consumed by the spell\nDescription: Your arms begin to glow as masses of bolts release from all of your pores. When you cast this spell, and as an action afterwards while still concentrating on this spell, you can make three ranged spell attacks against a creature in range, with an additional -3 to hit. On a hit, they take 2d6 piercing damage.\nAdditionally, while not particularly hard to maintain, it does almost root the user in place. While concentrating on the spell, your movement speed is halved, and you cannot dash.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you make an additional attack when making attacks for this spell, for every two levels above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sawsall\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a saw made of arcane energy, which can be used to cut through most objects. When you approach an object within 5 feet, the saw begin to work by itself, dealing 1d4 force damage on the start of each of your turns, ignoring the AC and damage threshold of non-wielded nonmagical objects.\nYou can wield the saw in one hand, creating a 1-foot by 5-inch blade, or in two hands, for a 2-foot by 5-inch blade. You can use the saw in combat. The saw is considered a simple weapon you are proficient with, dealing 1d4 force damage on a hit"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scald\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You turn the water in or around a creature to steam, scalding it. The target must make a Constitution saving throw, taking 1d6 fire damage on a failed save, or half as much on a success. Being underwater doesn't grant resistance against this damage.\nThis spell has no effect on creatures or objects that are completely devoid of any water inside the target's body or upon its surface, such as a fire elemental or ghost.\nYou can also use this spell to raise the temperature of or instantaneously evaporate a portion of water that fits within a 1-foot cube.\nAt 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: Scan\nLevel: 1\nSchool: Divination (Ritual)\nClasses: Artificer, Ranger, Wizard\nCasting time: 1 Action\nRange: Self (60 Foot Cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: binoculars, a magnifying glsss, or similar objects\nDescription: You observe the surrounding area, checking for certain things. Choose one type of thing, like a material(gold, adamantine), a specific creature type(abberations, humanoids), or otherwise. You release a 60 foot cone, originating from you, which scans the entire area. If the thing you chose is within the area, you instantly learn how many of them or how much of it there is, and their exact locations within the radius. While this cone goes through solid objects, it is blocked by 20 feet of dirt, 10 feet of wood, 2 feet of stone, or 1 inch of lead.\nAt Higher Levels. When cast at 2nd level or higher, the cone\u2019s range increases by 30 feet for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scarecrow\nLevel: 3\nSchool: Necromancy\nClasses: Artificer, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a miniature scarecrow made from hay and cloth with two buttons for eyes worth at least 10 gold\nDescription: A scarecrow imbued with fear magic that seeps into the surrounding area appears in an unoccupied space of your choice that you can see within range and lasts for the duration. The scarecrow is a Medium object with AC 15 and 20 hit points. If it is reduced to 0 hit points, the spell ends.\nA hostile creature that moves within 60 feet of the scarecrow for the first time on a turn or starts its turn in that area must succeed on a Wisdom saving throw or become frightened of the scarecrow for the duration. If a creature that is frightened of the scarecrow ends its turn in a location where it doesn\u2019t have line of sight to the scarecrow, the creature can repeat the saving throw, ending the effect on itself on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scatter Banish\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: leaves, crushed and thrown in the air when casting\nDescription: You target one point within 60 feet. Each creature within 10 feet of that point must make a Charisma saving throw. On a failure, the creature is teleported to a random unoccupied space within 60 feet of the previous location by DM's Choice. This spell cannot place a target in direct danger, such as above a deep pit, in fire, or up in the air.\nIf the the creature is Huge or larger, they make the saving throw with advantage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, you may target one additional creature for every two slots above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scatter Grenade\nLevel: 3\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60Ft Feet (10Ft Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: As an action, you can throw a grenade that splits and cover a 10 ft Radius. Any target that enters or starts its turn in the area must succeed on a DC 15 Dexterity saving throw or take 3d8 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scent\nLevel: 0\nSchool: Divination\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You raise your nose to the air and attempt to catch the scents in your immediate vicinity. Until the beginning of your next turn, you have scent out to a range of 30 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scholar's Passion\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch: 1 Book, Scroll, Or Document.\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a drop of black ink\nDescription: 2nd-level transmutation (ritual)\nThis spell is used by scholars and scribes to assist them in their work and to care for their books. A wizard creates one of the following effects:\nThis spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. Magical writing, including spellbook pages, can\u2019t be copied with this spell.\nThis spell copies and translates any text that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. This spell can copy the text into any language the caster is capable of understanding.\nWith this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study\u2014 the caster does not gain perfect recall of the information, just whatever they would have gotten from reading it completely once. If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).\nThis spell will completely repair and clean a mundane book or scroll given that greater than half of the original is still available. It will even restore missing or faded pages. The spell has no effect on a magic book, spell scrolls or spell books.\nThis spell will animate a book giving it a mouth and voice to read its pages aloud. The book will speak until finished or told to be quiet.\nThis spell will animate a quill and ink. The quill will take dictation or write any conversation made within 30 feet of it for up to a length of 4 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scholar\u2019s Armament\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: nonmagical weapon\nDescription: Coats your nonmagical weapon with a magical bluish-white sheen. The weapon now deals 1d6 magic damage on top of its nonmagical damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon increases by 1d6 magic damage per level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scholar\u2019s Shield\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: A bluish-white haze covers a creature that you touch, may also be the caster (it must consent to taking on the spell), increasing armor class by +1 if the creature touched does not have a shield equipped, and + 2 AC if a shield is equipped (this increase is only available if it is equipped when the spell is casted).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the AC increase with a shield not equipped increases by + 1 and the increase with a shield equipped is equal to the normal increase at that spell slot level, plus one (ex. 3rd level is +3 AC without shield equipped, +4 with shield equipped)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scorch\nLevel: 1\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Bonus Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Your palm expels flaming, radiant energy towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage equal to 1d6 + your spellcasting ability modifier.\nAt 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: Scream of Agony\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (20 Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: dried mandrake root or a banshee's tooth\nDescription: Upon casting, every creature of your choice within range must make a wisdom saving throw or take 10d6 psychic damage, or half as much on a passed save. If you are at or below half of your hit point maximum, the chosen creatures suffer disadvantage on the saving throw. If you are at your hit point maximum, this spell fails.\nThe scream that you unleash as a part of this spell is piercing and can be heard up to 300 feet away.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage of the spell increases by 1d6 per spell slot level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Screen Stride\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You gain the ability to enter an electronic visual display, such as a computer monitor or a TV screen, and move from inside it to inside another screen within 500 feet. Neither screen can be worn or carried by another creature. You instantly know the location of all other screens within 500 feet and, as part of the move used to enter the screen, can either pass into one of those screens or step out of the screen you're in. You appear in a spot of your choice within 5 feet of the destination screen, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the screen you entered.\nYou can use this transportation ability once per round for the duration. You must end each turn outside a screen."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sculpt Corpse\nLevel: 1\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You alter the appearance of a corpse in one of several ways:\nEdit Appearance - You mold the appearance of the corpse to look like another creature; you may only copy specific faces if you have a solid understanding of their appearance.\nDoctor Evidence - You doctor the evidence leading toward this creature's death.\nClean Corpse - You make the corpse presentable.\nRemove Flesh - You turn the corpse into a skeleton.\nAdd Flesh - You turn a skeleton into a full corpse.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher you may target one additional corpse for every spell slot above the 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Seamless Space\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Up To 24 Hours, Or Until Dispelled.\nComponents: V, S, M\nMaterial cost: a topaz and a sapphire each worth at least 250 gp\nDescription: You touch an enclosed aperture or flat surface no larger than a 10-foot square, then select another enclosed aperture or flat surface of matching dimensions within the range of your vision. Space separates, twists, and reconnects as the two chosen points become seamlessly connected.\nCreatures, objects, spells, effects, etc. can traverse through one point and out of the another without being affected in any way, or even noticing anything immediately amiss. However, observant creatures can make a Intelligence (Investigation) check to determine the existence of this spacial rift, with the DC being set at 15 but adjustable depending on how jarring the immediate transition between the two locations is (for example, the stone walls and floor of a cave being abruptly cut off in place of the wood floor and brick walls of a house would be lower, while one dungeon corridor connected in space to an identical dungeon corridor would be immensely higher).\nThe two connected points are not single sided. This is most easily apparent when this spell is cast on an aperture. Take for example, a house with a living room, a bedroom, and an entrance. The entrance and bedroom doorways become connected with seamless space, so when a creature enters the house from outside, they would find themselves the bedroom instead of the living room. However, if a creature is inside the living room and they attempt to enter the bedroom, they would instead walk back into the living room through the doorway of the entrance. Being that the living room has no other exits besides the two doorways, this means that the creature becomes essentially trapped in an endless loop of the same room repeating over and over. At least until the spell expires or it hacks its way through the wall of the house. Although, this is not the only configuration the spell can take. When the spell is cast, the caster can decide the orientation of how the two points connect to each other. Thus, the outside entrance could take you into the living room, but from the bedroom doorway, while the doorway out of the living room that would normally be connected to the entrance takes you to the bedroom.\nThe spell ends early if you dismiss it as a bonus action, or if the material of the surface or aperture of either point is removed to a point where the connected space is rendered larger than its maximum dimensions (a 10-foot square).\nWhen the spell is cast or when it ends, any creature standing on the line where the points connect must make a DC 20 Dexterity saving throw to avoid being partially or even fully dismembered by the creation or collapse of the spacial connection. Failure on the save results in 6d10 force damage being taken. If the creature has a size that takes up an area equal to or larger than the connecting area of the spell, it has disadvantage on the Dexterity saving throw.\nThe seamless space can be made permanent by casting this spell once in the same location every day for one year. Once permanent, the tunnel in space becomes self-sustaining and no longer requires magic to function. This means that nothing short of expanding it past its maximum dimensions or a wish spell can dispel it.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum dimensions of the connected space increases by 5 feet for every spell slot above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Blow\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Reaction, Which You Take When You Hit An Enemy With A Melee Weapon Attack\nRange: Touch\nDuration: Instantanious\nComponents: V\nDescription: When you attack and hit an enemy creature with a melee weapon attack you can choose to channel your magical energies into your weapon dealing additional damage. The damage type is determined by your alignment.\nGood alignment channels Radiant energy. Evil alignment channels Necrotic energy. Neutral alignment chooses Radiant or Necrotic.\nThe target of the attack must make a Wisdom Saving throw. On a successful save the target takes half damage or takes 5D10 additional damage of the type chosen by your alignment.\nAt Higher Levels. When you Cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1D10 for each spell slot above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Choker\nLevel: 2\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target.\nThe target takes 2d6+2 fire damage when you cast this spell, and you can repeat this damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is Huge or greater.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d6+1 additional fire damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Light\nLevel: 3\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 100Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: Focusing divine power like a ray of the sun (or moon), you project a blast of light from your open palm. Make a ranged spell attack against a creature within range, dealing 5d8 radiant damage on a hit. An undead creature takes an additional 2d8 radiant damage.\nThis light is sunlight. Creatures hit by this spell must make a Constitution saving throw. On a failed save, it becomes blinded until the end of its next turn. Undead and creatures with 'Sunlight Sensitivity' make this save at disadvantage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d8 radiant damage for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Orb\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch an unstable orb of flames at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. On a miss, the orb detonates, and all creatures within 5 feet of the original target must make a Dexterity saving throw, taking no damage on a success and half damage on a failure.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Sun Fire Burst\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a large burst of orange fiery light that targets enemies in a cone of 15 feet, each creature has to succed on Dexterity Check. On a successful saving throw the creature takes half the damage, on a failed throw the creature takes 3D12 fire damage and 3D12 radiant damage and is blinded, each turn the affected creture can repeat the saving throw in order to counteract the blind effect. For each turn during which the affected creature is blinded by this spell it takes additional 1d10 fire damage and 1d10 radiant damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher you add additional 1d12 fire damage and 1d12 radiant damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Secret Hado\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action Or Reaction\nRange: 60 Feet\nDuration: Instant\nComponents: V, S, M\nDescription: you infuse the environment around you with a simple but powerful enchantment.\nThe user, using their hand, performs a slash-like movement, creating an aura in the form of a large green dragon that launches a powerful wind from its mouth against the enemy destroying any type of magical barrier in its path. This technique is strong enough to destroy the dome formed by the force barrier spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: See Through\nLevel: 1\nSchool: Divination\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a piece of glass\nDescription: You touch a simple surface such as a door, a wall, or even a shield to see through it as if it was transparent. The target area can vary from 1 to 5 square feet, as chosen when the spell is cast. The surface appears to be nonexistent from the side of the caster, yet the other side remains completely normal and solid.\nThe spell can see through 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: Seeking Blade\nLevel: 3\nSchool: Divination\nClasses: Bard, Cleric, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a small sculpture of the target worth at least 20 gp, consumed by the spell\nDescription: You inscribe the name of a creature into one weapon or a piece of ammunition you touch. When used to attack that creature, the attack roll has advantage.\nIf you know the true name of the target, this spell requires no material component."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sehanine's Blessing\nLevel: 5\nSchool: Divination\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (45-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: The Moonlight\nDescription: Upon feeling the moon's rays on his skin, the caster releases a pulse of cold energy that heals your allies in 8d6 in an area of 30 feet of radius around the caster and repeats this effect for the duration of the spell.\n\nAny creature that enters the effect area performs a constitution check, DC (10 + proficiency bonus + wisdom modifier), the creature that fails takes 2d6 cold damage.\n\nThose who approach up to 15 feet can be repelled by a strong breeze if they fail a strength saving throw, DC (10 + proficiency bonus + wisdom modifier), if they fail they will be pushed out of the effect of magic and take 4d6 cold damage.\n\nThis spell can last for another 30 seconds by sacrificing two spell slots per spell level below 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Selective Invisibility\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60Ft.\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You may target any creature you can see within 60ft and alter their minds to erase your own image. This spell has no effect on undead or constructs. The target must succeed in a Wisdom or Intelligence(their choice) saving throw. On a failed save, the target becomes unable to see you for the duration. When the spell ends, the creature becomes aware of your attempted tampering.\nIf you damage the target, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 7th or higher, you may choose two other senses through which the target will be unable to perceive you. When you cast this spell at 9th level, all traces of your existence are unknown to the target. You may open doors or walk through substances in which you would otherwise leave footprints, take items, and even conduct conversation with others, all of which the target will be entirely unaware of"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Self Projectile\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You and all your worn and carried equipment are momentarily turned into a glowing dart of energy and fly in a straight line towards an enemy. Make a ranged spell attack on one enemy you can see within range, dealing 1d10 force damage on a hit. Additionally, when the attack hits, you appear in space adjacent to your target.\nIf the attack misses, you continue along your trajectory for a further 1d6*5 5ft from the target before reappearing in the nearest unoccupied space.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 force damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Self-Arcane Eruption\nLevel: 9\nSchool: Evocation\nClasses: Artificer, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 420 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an Ankh charm, and a letter of apology\nDescription: You gather massive amounts of arcane energy into yourself. When completed at your will that energy will be unleashed from you in the form of an explosion, destroying your body creating the following effects:\nAll creatures within a 40 foot radius take 20d8 + 150 magic bludgeoning damage.\nCreatures within 120 feet must make a Constitution saving throw. A creature takes 20d8 + 50 force damage on a failed save, and half as much on a successful one.\nAll creatures must make another constitution saving throw to not drop to 0 hp.\nAny creature with a 100 hp or less dies instantly with no saving throw.\nThe bomb radius becomes a permanent Anti-Magic Field\nAll creatures within the created Anti-Magic Field take 20 radiant damage at the beginning of each of their turns.\nThe radiation breaks down & destroys all metal, magical objects, organic material (including corpses, bone and wood) and glass within the field.\nAll nonmagical plant life 300 feet outside the radius wither and die."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Self-Destruct\nLevel: 9\nSchool: Enchantment (Ritual)\nClasses: Wizard\nCasting time: 6 Hours\nRange: Touch\nDuration: Until Activated\nComponents: V, S, M\nMaterial cost: A small gem worth at least 4000GP.\nDescription: You pour a small part of your life force into a gem, turning it into an explosive device. Upon doing so you deduct 1d4 from your maximum HP total. This gem can be activated by its creator, and upon doing so it releases all the energy contained within. Each creature in a 10-foot radius, centered on the gem, must succeed on a Dexterity saving throw. A target takes 8d12 force damage on a failed save, or half on a success.\nThis gem can also be embedded in a creature's body (referred to as the host) and connected to its life essence (which requires 2 hours of surgery, and a DC 16 Medicine check. If you fail this check, the gem is not connected to the life force but remains inside the host). Once connected to the host's life force, the gem begins feeding off of the essence and grows stronger, making the host lose 1d20+10 off their total maximum HP, and gaining 3d12 extra damage, as well as 10-feet being added to the explosion radius.\nIf detonated inside a host, the explosion ignores any resistances or immunities that the host may have. The host can activate the gem at will, even when unconscious.\nAt the beginning of each week the gem absorbs more of the host's life force, gaining an additional 2d12 force damage as well as an extra 10-feet to its explosions radius.\nAny host killed by this spell cannot be resurrected as its very essence is annihilated by the gem (only applies if the gem was connected to its life essence)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Self-Sufficient Dead\nLevel: 5\nSchool: Necromancy\nClasses: Wizard\nCasting time: 10 Minutes\nRange: 20 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: tentacle of a mind flayer\nDescription: Target up to 4 corpses or piles of bones within range, each becoming a zombie or skeleton respectively. However, they have an Intelligence of 10, and can speak your languages. They are wholly loyal to you, and take commands given to them, acting at the best of their ability. Unlike those created by animate dead, they won't default to dodging and standing in place if left alone, continuing the tasks given to them. When a command is completed, they return to you.\nAfter the spell ends, the undead remain but are no longer under your control. Additionally, they lose the benefits they would gain from this spell. Instead of using this spell for it's normal purpose, you may use it to reassert control over 6 undead created in this way for the duration of the spell.\nAt Higher Levels. When cast at 6th level or higher, you create or reassert control over 1 additional undead for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Selo's Accelerando\nLevel: 0\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Full Round\nRange: 30Ft\nDuration: Performance (See Text)\nComponents: V, S, M\nMaterial cost: a drum or other percussion instrument\nDescription: Selo's Accelerando slightly increases all modes of movement for the caster and up to six creatures of the caster's choice within range of the spell. An affected creature's base movement speed is increased by 5ft each round the caster performs this spell.\nWhile usable anywhere, the spell is most effective in open environments and wildernesses. The rhythms played to generate this spell are very loud and very brash, audible out to a range of 300ft. In a town or other heavily settled region, the caster is likely to gain the attention of angry villagers and citizens. In a dungeon, monsters are drawn to the caster like flies on a corpse in the sun. The caster and all affected allies gain disadvantage with any Charisma-based ability check while the spell is in effect. and the disposition of creatures not affected by this spell is immediately shifted down one category (Friendly becomes neutral becomes hostile, in that order).\nThe effects of this spell do not stack with any other magical increase to movement, such as Longstrider or Expeditious Retreat. Only the greatest increase to movement speed is in effect, while the other increase is suppressed as long as the more powerful effect is active.\nAt the end of each round, including on the round the spell is cast, the caster must make a successful Performance check (DC equals the caster's spell save DC). On a successful check, the spell remains in effect for an additional round. On a failed check, the spell ends instantly. The caster makes this check with disadvantage if they were damaged by a creature or if the caster if forced to make a saving throw. The caster must choose which creatures are affected by this spell and the end of every round, and if a creature leaves the spell's range, the increase to their movement ends at the end of the action taken to remove themself from the spell's range.\nAt Higher Levels. This spell\u2019s movement increase improves by 5ft when you reach 5th level (10ft), 11th level (15ft), and 17th level (20ft)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sentinel\nLevel: 4\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 8 Hours\nComponents: V, S\nDescription: Various creatures surrounding a pair of sentinels. Source\nYou conjure an immobile stone statue that completely fills a 5-foot-cube of water or open air in range, which lasts for the duration. If you wish, the statue can take the form of a crude and obviously fake resemblance of a creature, or a large and ornate stone lamp that remains magically lit for the duration. The statue must be conjured on solid ground that can support its weight, and must have 5 feet of open space around it to the north, south, east, and west of it. If the statue is destroyed or moved from this position, the spell ends.\nWhen you cast this spell, you can mentally command the statue to spit a mote of radiant energy (if you are a cleric) mote of flame (if you are another spellcaster) at a target within 120 feet of it. The target must be any one creature or object you can see, the closest creature in the statue's range, or the closest creature in its range that was not in range when you first cast the spell, as you command. For the duration, you can use a bonus action to cause the statue to spit another mote.\nWhen the statue spits a mote, make a ranged spell attack against the target. On a hit, the target takes 9 (2d8) radiant damage if it was a mote of radiant energy, or 13 (3d8) fire damage if it was a mote of flame.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Separate Energy\nLevel: 4\nSchool: Conjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: two small glass semicircles\nDescription: You seperate two different sources of energy which permeates all life, positive and negative. You create two seperate 5-foot radius spheres within range, one positive, one negative. If a creature starts their turn within 5 feet of a sphere, or moves there, they must make a Constitution saving throw or take 2d6 damage, either radiant or necrotic, based on which sphere they were near.\nAdditionally, you can move a sphere up to 20 feet as a bonus action. However, you can never move either sphere within 30 feet of eachother.\nWhen the spell ends, the two spheres come crashing back together and dissapear. Anyone caught in this movement is forced to make the save as well.\nAt Higher Levels. When cast at 5th level or higher, it deals an additional 1d6 damage for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Seppuku\nLevel: 5\nSchool: Necromancy\nClasses: Paladin\nCasting time: 1 Reaction, Which You Can Take In Response To Being Reduced To 0 Hit Points\nRange: Self (60-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a sword or a dagger\nDescription: In despair at your own failure, you decide to die an honorable death by falling on the weapon used in the casting. You begin dying with two failed death saving throws, as if you had rolled a 1. At the same time, you release a potent curse that terrifies your enemies. All creatures you choose within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d8 psychic damage and is paralyzed with fear for 1 round. On a successful save, a creature takes half damage and isn't paralyzed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Serac\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of ice\nDescription: A freezing wave of ice explodes in a 15-foot cube centred on yourself. Each creature other than you in that area must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 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 3rd level or higher, it deals an additional 1d6 cold damage or 1d6 piercing damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Serpentine Shape\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: For the duration of the spell, your body becomes more like a snake, though you retain all your previous faculties. You gain a swimming speed of 30 feet. If you already have a swimming speed, increase it by 30 ft.\nYour mouth also grows venomous fangs, with which you can make an unarmed strike. If you hit with this attack, you deal 2d6 poison damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for your bite increases by 1d6 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Serrated Gust\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer\nCasting time: 1 Action\nRange: Self (100 Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a cluster of broken glass\nDescription: A barrage of whipping, lashing wind howls from your hand to\nabrade your enemies, in such force that the air cutting sound can be heard up to 50 feet away. Each Creatures in a 100 foot line, 5 feet\nwide originating from you must make a Dexterity saving throw.\nIf a creature fails the saving throw, it takes 7d6 wind damage, is\npushed 5 feet away from the line and knocked prone. On a successful save, it\ntakes half that damage and is not pushed nor knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Servant Permanence\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: One emerald worth 500gp or more, one cup of alcohol of any variety, one conjured creature or undead under your service\nDescription: This spell can be cast only once per seven days. If the spell is cast twice within seven days, the spell fails, destroying the servant. Make a DC(16) Intelligence check. If the roll a success, the servant's duration is now permanent, and no longer counts toward the limit number of its respective spell. The creature is also permanently under your command.\nIf the roll fails, the target explodes, killing them instantly dealing 4d6 force damage to all creatures within 30 feet, yourself included. This spell does not effect servants that are already considered permanent"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Armor\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: The Tattered Page of a Spellbook\nDescription: Necrotic shadows swirl around over your robes. For the duration of the spell, as long as you aren't wearing armor, your base AC becomes 14 + your Intelligence modifier. The spell ends if you don armor or if you dismiss the spell as an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Axe\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You evoke a shadowy axe in your free hand. The axe is similar in size and shape to a battleaxe, and it lasts for the duration. If you let go of the axe, it disappears, but you can evoke the axe again as a bonus action.\nYou can use your action to make a melee spell attack with the shadowy axe. On a hit, the target takes 5d8 necrotic damage and must make a Wisdom saving throw or be frightened until the end of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Blast\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round, Concentration\nComponents: V, S\nDescription: You create a beam of darkness, clouding the creature's vision. On a hit, the target takes 1d6 necrotic damage and the creature's vision is limited to a range of 10 feet, having its view clouded by magical darkness after this range for the duration of the spell.\nThe spell\u2019s 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: Shadow Blink\nLevel: 2\nSchool: Illusion\nClasses: Wizard, Ranger, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nDescription: You become shrouded in shadow, and gain the ability to directly meld with darkness. While within dim light or darkness, you gain a climbing speed equal to your walking speed for the spell's duration, and can walk on walls and ceilings as if they were floors.\nIf you are standing in dim light or complete darkness, you may use 5ft of movement to teleport up to 60ft to an unoccupied space that you can see that is also shrouded in dim light or darkness.\nAdditionally, you may use an action to automatically succeed a stealth check while within dim light or darkness"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Blur\nLevel: 4\nSchool: Illusion\nClasses: Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: You can only cast this spell if you are in darkness, and ends if you leave the darkness.\nYou shift into the shadows, becoming untouchable. For the duration of the spell, you cannot be targeted by attacks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Bolt\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock\nCasting time: Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Summoning surrounding shadows, you fire a solidified bolt of shadow from your hand. Make a ranged spell attack against one target within range. On a hit, the target takes 1d6 necrotic damage. This attack has advantage on targets within dim light or darkness.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Duel\nLevel: 7\nSchool: Enchantment (Ritual)\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Minute\nRange: 60Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a silver pocket-watch worth at least 100g\nDescription: You invoke an ancient rite of combat that is reserved for only the bitterest of rivals. When you cast the spell, you designate yourself and up to fifteen other creatures. When you do, the selected creatures must succeed a Charisma saving throw or be forced into the duel. A creature can willingly fail the save. All unwilling creatures must fail the save or the spell fails. When you designate the participants of the duel, there must be an equal number of creatures on both teams. Creatures on a team cannot overtly harm or work against one another.\nOnce the participants have been chosen, you can set the terms for the duel and what constitutes a victory. If no rules are set, it is considered a duel to the death, and the duel will not end until one side is completely decimated and all members of one side are dead. When the duel begins, a cubic wall that is 60ft across is formed around the participants. This wall is immune to all damage, and blocks any form of interplanar travel or teleportation through the wall. The cube will only disperse once the duel has ended. As per the sacred rules of this fight, absolutely no outside source may interfere with the duel, and no creature may leave the duel until it is finished. Nothing short of a deity or the wish spell may intervene.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can select an additional two creatures and the cube extends by 30ft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Evocation\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special\nDuration: Special\nComponents: V, S\nDescription: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an evocation spell. When you cast this spell, choose an evocation spell from the sorcerer or wizard spell list that is 2nd level or lower. This spell copies that spell in its entirety, and acts as if the copied spell were cast from a 2nd-level spell slot. The copied spell is treated as an illusion spell, instead of an evocation spell. This spell's range and duration are equal to the range and duration of the spell being copied, and requires concentration if the spell being copied also requires concentration.\nWhen a creature would be affected by a spell copied by shadow evocation, it can make an Intelligence saving throw. On a success, the creature disbelieves the illusion. A disbelieving creature takes only one-fifth the damage from this spell (If applicable. Round normally.). If the disbelieved attack has an effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any saving throw or ability check that the spell being simulated allows.\nNondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.\nObjects automatically succeed on their Intelligence saving throw against this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum level of evocation spell you can copy increases by one level, and the spell slot it is treated as being cast from increases by one level for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Flame\nLevel: 0\nSchool: Enchantment\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a flame and a secondary light source\nDescription: You shine a light at a flame flame and give it a shadow.\nThe shadow of the flame (not the flame itself) makes everything within 5ft of it - visible or invisible objects and creatures - look translucent. One can see the insides of creatures and through solid objects.\n\nNote: This means shining a second light source at the flame to obtain the shadow.\n\nIn addition, Undead within 10ft of the flame (not the shadow) do not benefit from resistances."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Hand\nLevel: 4\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Up To 1 Minute\nComponents: V, S\nDescription: A dark, floating hand appears and grabs your opponent, leaching their life to aid you. As an action, you select a target and cast this spell, forcing the target to make a Constitution save against your spell save DC. If the target fails, the hand latches onto them and saps 2d4 + 1 health from them. If target succeeds, the hand disappears and they gain advantage on saves against the spell for 1 hour. The target may repeat the save at the start of each turn.\nAs a bonus action while this spell is in effect, you may absorb some of the life the hand has taken, up to 1d4. The health absorbed by the hand is lost if the target succeeds the saving throw, the spell ends, or the target dies."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Mist\nLevel: 0\nSchool: Illusion\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: With a quick hand gesture, you create a mist infused with the gloom of the Shadowfell. A sphere of dark, inky-black mist appears centered on you and extends outward for 10 feet. Anything within the radius of the mist is dimmed, so that bright light becomes dim light, and dim light becomes darkness. The cloud can be displaced with a light breeze"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Shift\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: While standing in darkness, you can cast this spell. When you do so, you become one with the darkness.\nAt the start and end of your turn, you may freely move to an open location within this darkness, and you can choose to not be targeted by effects that target specific creatures, as you phase out of reach. If it would deal radiant damage, this is ignored.\nYou cannot leave the darkness until the spell ends, and if the darkness dissapears before that happens, the spell ends and you are stunned until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Spray\nLevel: 1\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet (5-Foot Radius Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a handful of black ribbons\nDescription: You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5-foot radius sphere from a point that you choose, restraining nearby creatures. Each creature within the radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Strike\nLevel: 0\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: Action\nRange: 20 Feet\nDuration: 1 Round (See Text)\nComponents: S\nDescription: You conjure shadows to harm your foes. Choose a 5-foot cube that is in an area of dim light or darkness. A creature in that area must succeed on a Dexterity saving throw, or take 1d4 necrotic damage. If there's a creature or object ends its turn in the area, it is crushed by living shadows, taking 1d4 bludgeoning damage.\nBoth damage increase by 1d4 at 5th, 11th and 17th levels."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Walk\nLevel: 5\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self/Touch (See Below)\nDuration: 8 Hours (Concentration)\nComponents: V, S, M\nMaterial cost: a tiny silver chain and a ribbon of black velvet\nDescription: To use this spell, you must be standing within dim light or darkness, and you must be touching the shadow of a creature or object which is not a target. You and any additional targets are transported along a coiling path to the edge of the Shadowfell. The effect is largely illusory, but the path is quasi-real. You can take up to four targets with you, but they must be touching you.\nCreatures unwilling to accompany you into the Shadowfell must make a Wisdom saving throw, negating the effect if successful. For each hour which you are travelling in this way, an initially unwilling target must roll an additional Wisdom saving throw. If they succeed, they are shunted from the group of early.\nFor the spell's duration, you move normally within the Shadowfell but 10 times as quickly relative to the Material Plane. Due to your planar location on the edges of the Shadowfell and the Material Plane, you cannot make out the details of the terrain, structures, or creatures which you pass through.\nWhen this spell ends, all targets aside from you appear in the same relative space to you which they occupied prior to the spell. This means that a creature which was directly Southwest of you upon the spell's casting will also appear Southwest of you when you arrive. On arrival, all targets are shunted together 1d10 x 100 feet in a random horizontal direction from the desired endpoint (determined by rolling 1d8, with 1 representing North and the directions progressing clockwise).\nIf this would place you (or any other creature targeted by this spell) within a solid object or an area of bright light, that individual target is shunted 1d10 x 100 feet further in a random direction. If that would still place them within a solid object or bright light, they are shunted to the nearest empty space which is not currently in bright light. If one target is shunted in this way, it does not necessarily shunt every other target in this way.\nThis spell can also be used to travel from the Material Plane to an analogous location on the Shadowfell, or vice versa; doing so reduces the spell's duration by 4 hours.\nThe strain of this spell gives each target one level of Exhaustion.\nAt Higher Levels. When you cast this spell at 6th level or higher, the duration increases by 3 hours for each additional spell level after 5th. Each additional spell level also adds another potential target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Warp\nLevel: 0\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You teleport to an unoccupied space in dim light or darkness within range. If you are not standing in dim light or darkness when you cast the spell, the spell fails"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Well\nLevel: 4\nSchool: Illusion (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.\nYou cause a single target creature's shadow to become a temporary gateway to a pocket realm within the Shadowfell. The target must make a Wisdom saving throw. On a failure, they are pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing real harm. On each of its turns, the target can use its action to attempt a Wisdom saving throw, ending this effect on a success.\nWhen the target returns to the real world, it must succeed on another Wisdom saving throw or become frightened for 1D4 rounds.\nUpon leaving the pocket realm, the target reappears in the spot it had been in when the shadow well spell was cast. If this space is occupied, it instead appears in the nearest unoccupied space to that point.\nSpells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature to escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target may still become frightened upon leaving in such a manner.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Well, Variant\nLevel: 4\nSchool: Illusion (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small silver bell, two pieces of silver, and a small square of black velvet\nDescription: You cause a single target's shadow to become a temporary gateway to a small region within the Shadowfell. An unwilling target must make a Wisdom saving throw or be pulled into the gateway.\nWhile in the designated region of the Shadowfell, the target sees a deserted, gloomy duplicate of that region's analogue on the Material Plane, and may be subject to any of the hazards associated with traversing the Shadowfell. On each of their turns, the target may choose to use an action to attempt a Wisdom saving throw, ending this effect early on a success.\nWhen the target returns to the Material Plane, it reappears in the spot it had been in when the spell was originally cast. If this space is occupied, it is instead shunted to the nearest unoccupied space.\nA target who succeeds a saving throw from this spell or who leaves the Shadowfell early by their own means cannot be affected by this spell again for at least 24 hours.\nWhile self-explanatory, it is important to note that spells which transport a creature within the plane it already exists within (such as teleport) do not have the capability to return the target to the Material Plane, although a spell which allows it to access another plane of existence works normally, ending the effect early if used.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadowblade\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: With a couple quick movements, you pull a sword made from solidified shadow from thin air that lasts for the duration.\nFor the duration of the spell, the shadowblade can be used as a longsword, which you are proficient with.\n\nAdditionally, as an action you can make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 1d8 necrotic or slashing damage (your choice) + your spellcasting modifier. \nThe spell ends if you cast it again or if you let go of the weapon.\n\nThe damage of the melee spell attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Any additional damage dice can be split as you desire among slashing or necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadowcery\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet (Grounded)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You stretch your shadow and have it rise out of the ground, making a three-dimensional object or creature out of darkness. It can move as you will it. It cannot be touched and will phase through any attempt to touch it. This creature cannot be larger than a 10 foot cube. It will not dissipate if someone tries to touch it. It has no sound effects and is purely visual"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadowstrike\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: You reach into the void to enhance your next attack with necrotic energy.\nAs part of the action used to cast this spell, you must make an attack with your weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, and the target takes extra necrotic damage equal to your spellcasting modifier.\nThe spell\u2019s 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: Shadowy Body\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You turn yourself into a living, three-dimensional shadow. Until the spell ends, you gain the following benefits:\nYou have immunity to nonmagical bludgeoning, piercing, and slashing damage (attacks of those types just pass through you as if you weren't there), as well as to necrotic and poison damage.\nYou have resistance to all other damage that isn't radiant. However, you have vulnerability to radiant damage.\nYou have immunity to exhaustion, as well as to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.\nYour speed is doubled. You are not affected by difficult terrain, and you can move through a space as narrow as 1 inch wide without squeezing.\nYou can see in dim light or darkness as if it were bright light, with no range limit.\nYou have invisibility while you are within dim light or darkness.\nYou are terrifying in appearance. Non-friendly creatures within 120 feet of you who can see you must make a Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within its line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature cannot be frightened by the spell for 24 hours.\nA non-friendly creature that touches you or attacks you while within 20 feet of you takes 18 (4d8) necrotic damage as it is consumed by shadows.\nYou can cast darkness as a bonus action, without expending a spell slot or any components. Unlike normal, concentrating on darkness created by this spell doesn't cause you to lose concentration on the shadowy body spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shady Visage\nLevel: 0\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a mask\nDescription: You obscure the features of the willing creature that you touch. A creature that attempts to discern the affected creature must make a Wisdom (Perception) check against your spell save DC, seeing the creature clearly on a success. This can be used to preserve anonymity and vaguely obscure race, though height and other identifying areas, such as hands, horns, or tails will still be present and noticeable unless hidden in another manner"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shale's Instant Compass\nLevel: 1\nSchool: Divination\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A magnetic material\nDescription: \u201c\n\nNever underestimate the power of not being lost in the Underdark.\n\n\u201d\n\n\n\u2014The notes of Shale Samuel the Lich.\nWhen you cast this spell, you instantly learn the current direction of North (Or it's equivalent, if any) relative to you. This spell fails in any location with unusual directionality, such as the Abyss, wherein directions aren't set by magnetic poles. The spell also fails when in the presence of a large amount of highly magnetic material."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shape Bond\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Hour\nRange: Circle (2Ft. Diameter)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of the target\u2019s blood and precious gems worth 25 GP, which the spell consumes\nDescription: You draw a circle on a flat surface with the blood of the person targeted by the spell. You place one of the following item options in the circle. The items have to fit completely within the circle.\nUp to five pieces of clothing, items or tools with no feature or property that require no attunement\nUp to three non-magical items that have features or properties that require no attunement\nOne set armor\nOne item that has magical properties or requires attunement\nRare items have a higher binding cost. Add these additional material components to the circle depending on the rarity of the item. Sentient items and artifacts are unaffected by the spell.\nUncommon: Quartz worth 10 GP\nRare: A white pearl or piece of amber worth 25 GP\nVery Rare: A ruby, sapphire or emerald worth 25 GP\nLegendary: A diamond worth 100 GP\nOnce the spell is over, the items inside the circle are bonded to the target\u2019s current form. If the target\u2019s body is transformed, such as by a Polymorph spell, the items will shrink and change shape to accommodate the target and retain their properties.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add an additional item option to the circle, provided that they fit within the space. However, you must provide gems worth 10 GP per additional level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shape Flesh\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an iron scalpel\nDescription: This spell allows you to permanently change the physical appearance of a creature. You decide what they look like, including their height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. You can make them appear as a member of another race, though none of their statistics change. They also don't appear as a creature of a different size than they were, and their basic shape stays the same, if they're bipedal, you can't use this spell to make them quadrupedal, for instance. An unwilling creature must make a Constitution save, being affected on a failure"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shape Light\nLevel: 0\nSchool: Transmutation\nClasses: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: You shape the light originating from a light source that you can see or somehow acknowledge within range. The light can take any intricate form you desire, so long as it never leaves the spell's effective range. You can also, when you cast the spell or as an action while you maintain concentration, shape the light to target a creature's sight directly, and said creature must make a Constitution saving throw, becoming Blinded on a failure until you stop concentrating on the spell or they block off the light somehow (shields can reflect the light if positioned accordingly as a bonus action, however if they are kept in that position their AC bonus will not be effective). If the source only provides dim light, the saving throw is made with advantage. The DM may consider a source of dim light to be not bright enough to blind a person, and if so, it is not possible to blind someone shaping light from a dim light source. After keeping the light blinding a creature for 3 turns, you must use another action to maintain the effect, since it's hard to follow the creature's movements with the light. If you don't do so, the light will return to it's original shape until you spend another action to shape it accordingly. In all other cases, you can shape the light without using an action. If the light source is completely blocked off, this spell ends immediately. It is possible to shape Dancing Lights using this spell, however if they were cast by a different person and said person did not specify that the lights were to be shaped you must make a saving throw using your spellcasting ability against the spell save DC of the person who originally cast the Dancing Lights. Same rule also applies to lights conjured through the Light cantrip. It is not possible to shape any sort of damaging light, such as the Sunbeam spell. You can also convert a source's bright light into dim light as an action or when you cast the spell. The opposite is not possible, and it's not possible to cause a light source to completely stop emiting light."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shard of Hope\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Paladin, Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a mirror\nDescription: You cause motes of light to radiate from an ally, strengthening the resolve of allies.\nChoose a willing creature within range. Creatures you choose (as well as the target creature and yourself) within 30 feet of the target gain 5 temporary hit points for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each level of the spell slot above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Share Trait\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You touch a willing creature and choose a single physical trait to share. The trait can be from the caster or the other willing creature, but must only grant a moement or sensory ability. The trait could be the eyes of an Elf, the claws of a Tabaxi, or some other similar trait.\nThe shared trait shares its form between both of the creatures. The creature who recieves the trait gains a basic understanding of how to use it, and can feel it as an extension of their own body. The trait is however limited, such limits can be found in the below table.\n\n\nTrait Type\nLimit\nExamples\n\n\nMovement\n30ft\nClimbing speed from a Tabaxi via their claws, flying speed from an Aasimar via their wings, or the swimming speed of a Water Genasi.\n\n\nSensory\n60ft\nDarkvision from an Elf via their eyes, or blindsight from a Dragonborn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the limit on the trait is increased by an amount shown in the below table, up to a maximum of the original creature's trait.\n\n\nTrait Type\nIncrease per spell slot\n3rd level limit\n\n\nMovement\n15ft\n45ft\n\n\nSensory\n30ft\n90ft"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sharpened\nLevel: 2\nSchool: Transmutation\nClasses: Paladin, Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You cause a weapon that causes slashing or piercing damage to become extremely sharpened. For the duration, the weapon is considered magical, if it wasn't already, and you cause additional 1d4 damage with attacks from it.\nIn addition, when you roll a 4 on this extra damage die, you cause your target to bleed. The target suffers 1d4 necrotic damage at the start of its next turn and every of its turns thereafter, until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shartrund's Energy Blade\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Melee\nDuration: Instantaneous\nComponents: V, S\nDescription: The first time you cast this spell after a short or long rest, choose a damage type from fire, radiant, cold, force, lightning, acid and necrotic. Make a melee spell attack roll against a target within range. You momentarily manifest a melee weapon that you are proficient with and strike at the target. On a hit, it deals the chosen damage type instead of the normal weapon damage a weapon of it's type would deal, then it disappears.\nIf you haven't changed the damage type of this spell since your last short rest, you may add your spellcasting modifier to the damage dealt on a hit.\nIf you haven't changed the damage type of this spell since your last long rest, the weapon also gains one of the following benefits based on its element:\nFire-- On a critical hit, you light your target on fire. A burning creature takes 5 (1d10) damage at the start of each of its turns, until someone takes an action to douse the fire, or the creature is submerged in water or some similar (not-flammable) liquid.\nRadiant-- On a critical hit, your target is blinded for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.\nCold-- On a critical hit, the target's movement speed is halved for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.\nForce-- The damage die of your weapon is increased by one size. (1->d2->d4->d6->d8->d10->d12->2d6->2d8->2d10->2d12)\nLightning-- When a piece of metal of an appropriate size or length is within your reach and that metal extends into the reach of another creature, you may attack as though that creature is within your melee range. For the purposes of flanking, treat the attack as though it comes from a creature occupying the space where the metal is. (You could feasibly attack through a creature wearing plate armor if you and the target are within melee range of the plate-armored creature, or strike from anywhere in a room with a metal floor and walls).\nAcid-- If you miss, the ground that the target occupies becomes dangerous terrain for a number of turns equal to your spellcasting modifier. Creatures that start their turn on, or touch the area of dangerous terrain take 5 (1d10) acid damage.\nNecrotic-- On a critical hit, you gain temporary hit points equal to your spellcasting modifier (minimum of 1).\nYou may only have one lasting effect from this spell active at a time. If an effect with a duration is triggered when you already have one active, the newly triggered effect replaces the old one.\nAt Higher Levels. The number of weapon damage dice this spell deals increases as you level up. Add another damage die of the size appropriate to the manifested weapon when you reach 5th level(2 damage dice), 10th(3 damage dice) and 17th(4 damage dice)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shata's Rock of Flames\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A rock, which the spell consumes\nDescription: You take a rock and cause it to magically burst into flame, before hurling it at high speed with a mighty kick. Make a ranged spell attack against a target within range, dealing 1d4 bludgeoning and 1d4 fire damage on a hit.\nAt Higher Levels. This spell deals an additional 1d4 bludgeoning and 1d4 fire damage when you reach 5th level (2d4 + 2d4), 10th level (3d4 + 3d4), and 15th level (4d4 + 4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shatter Confidence\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You enchant a creature within range with a doubtful look. For the next minute the creature will carry out its actions with disadvantage.\nEvery successful action taken provides the creature with a chance to pass a Wisdom saving throw which will end this spell's effect.\n\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, for every level, you can select another creature within range to affect with this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shattering Threads\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a broken clock hand\nDescription: You target a creature within range, and pull them out of the threads of time. They must make a Charisma saving throw, or be incapacitated for 1 minute. When incapacitated in this way, they are immune to all damage, and cannot be moved by any force. At the start of their turn, they may retry the saving throw. After they succeed, or when the minute ends, the condition ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sheer Heart Attack\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tortoise shell, a cat skull, and a pinch of black powder, all of which this spell consumes\nDescription: From your hand, the turtle shell is imbued with new life, in the form of a small tank like a bomb with a cat-like skull decorating the front, and as it leaves you, it then serves in your name to kill who you so desire. As an action, you may select a target within 30 feet and send an automated bomb drone after them. Once deployed, the drone will seek after the target's heat signature, unless it should be near a greater source of heat (a fire, lava, etc.) in which case it will chase after the other source. When referring to its stats, Sheer Heart Attack has a movement speed of 30 ft, is immune to both physical and magical attacks and cannot be damaged in any manner, and its size is tiny. The bomb will also chase its target for up to 4 hours, after which the bomb will return to the caster, leaving only the tortoise shell.\nOnce Sheer Heart Attack has gotten within 10 feet of the target, it will say \"Look over here\" or \"Over here\" and click once before exploding, dealing 5d8 of force damage to anyone caught in a ten-foot radius. The force of the explosion will also throw anyone caught in the blast 10 feet away and leave them knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bomb gets a second explosion for every level of the slot beyond 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sheikah Meditation\nLevel: 4\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Minute\nRange: Touch\nDuration: Permanent, Until Dispelled\nComponents: S, M\nDescription: You or a willing creature you touch enters a potentially endless meditative state. To maintain this trance, the target must concentrate as if concentrating on a spell. This spell ends if the target's concentration ends, if the target moves, if the target takes any kind of action, or if you cast this spell again. For the duration, the target:\nCan still speak, think clearly, and perceive your surroundings as normal without ending the spell.\nHas no need to breathe, eat, sleep or drink. The target can complete and gain the benefits of a short or long rest while maintaining this state.\nIs immune to disease, and any symptoms of any disease it has are suppressed.\nIt continues to age, but as long as the trance continues it will not die of old age or any other natural causes.\nCan't be targeted by any divination magic or perceived through purely magical senses.\nHas advantage on all Intelligence, Wisdom, and Charisma saving throws.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shell Bomb\nLevel: 4\nSchool: Necromancy (Ritual)\nClasses: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Unlimited\nDuration: 1 Day\nComponents: V, S, M\nMaterial cost: A turtle shell painted blue by some means, which the spell consumes\nDescription: After coating the turtle shell in paint, you breathe into it a new purpose of explosive intent, and send it on its merry way to decimate a foe. It is a tiny undead with 30 hit points and an armor class of 16, which gains a flying speed of 60ft, and is resistant to all damage until the spell ends.\nWhen casting this spell, target one creature that you can see, or speak the name of a creature. This creature must be on the same plane as you. The turtle shell continuously flies toward the target using its flying speed, pathing around obstacles and ignoring difficult terrain. If it does not reach the creature within the duration, the spell ends and it vanishes into nothingness.\nWhen the turtle shell reaches the target's occupied space, it detonates with a large explosion. All creatures within 15 feet of the point of impact must make a Dexterity saving throw, taking 5d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are additionally pushed up to 30 feet away from the explosion's point of origin, and are knocked prone.\nCasting this spell before the duration ends causes the previous casting to end prematurely.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by 1 day for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shenanigan\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You launch an unpredictable and everchanging bolt of energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, roll a d10 to determine the damage type it deals:\n\n\n\n\n\nd10\n\nDamage Type\n\nd10\n\nDamage Type\n\n\n1\nAcid\n6\nNecrotic\n\n\n2\nCold\n7\nPoison\n\n\n3\nFire\n8\nPsychic\n\n\n4\nForce\n9\nRadiant\n\n\n5\nLightning\n10\nThunder\n\nThen roll 1d10 for damage.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).\n\n\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Bard\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Sorcerer\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Warlock\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Wizar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield Barrier\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: An invisible barrier of magical force stretching in a 15 by 15 foot wall appears in front of you. Until the start of your next turn, anyone directly behind this barrier has 3 quarters cover, including against the triggering attack, and they take no damage from magic missile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield of Honor\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: You trace a sigil on an adjacent creature\u2019s body, creating the glowing outline of a shield that protects them from injury. The creature gains 10 temporary hit points for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of temporary hit points gained increases by 5 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield of Stasis\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Ft.\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A working timepiece\nDescription: You conjure a square of stopped time directly in front of a creature within sight. The field of stasis covers a square 5 ft. x 5 ft. in area facing in any direction and lasts until its duration is up. Upon being shielded temporally, the target is made aware of the dimensions and orientation of the stasis shield, along with its being magical, though not its exact nature.\nAny creatures, objects, substances, spells, and energies that come into contact with the square of stopped time are themselves stopped in time and functionally petrified, unable to be moved by an internal or external force. As well, velocity from before the target was put in stasis is applied while in stasis, and any energy or velocity exerted on a victim in stasis is applied all at once when the shield of stasis dissipates.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, concentration is no longer required."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield, Hyrulean\nLevel: 4\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: Divine magic envelops your body to protect you, and any gear on your person, from conventional injury. For the duration of this spell you have resistance to nonmagical bludgeoning, piercing, and slashing damage. A peculiar side-effect of this shield spell causes any clothing or armor you are wearing to appear a visible, deep red"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield, Variant\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Paladin, Wizard\nCasting time: 1 Reaction\nRange: 30 Feet\nDuration: 1 Round\nComponents: V\nDescription: When you or a creature you can see within range is targeted by an attack or is subjected to a saving throw, you create a shimmering ward that envelops the target. The target receives a bonus of +4 to their AC and a bonus of +2 to any Saving Throws they make until the start of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shift Balance\nLevel: 3\nSchool: Divination\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Ft\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a small copper or brass gear\nDescription: You call into the power of Mechanus to alter the balance of chance, favoring some people over others. Choose up to 3 creatures to Favor, and up to 3 creatures to Hinder. The next attack roll, skill check, or saving throw a Favored creature makes within the duration of the spell, they gain a +5 bonus to that roll. The next attack roll, skill check, or saving throw a Hindered creature makes within the duration of the spell, they gain a -5 penalty to that roll.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to a Favored creature's roll increases by 1 for each slot level above 3rd, and the penalty to a Hindered creature's roll increases by 1 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shift Stone\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Choose a portion of nonmagical, unworked stone within range that fits within a 5-foot cube. You can either mold the stone into any rough shape, although you can't detach sections or create details smaller than 3 inches, or cause it to move it up to 30 feet along the ground. The stone does not move with enough force to deal damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shining Force Blast\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: A pulse of radiant energy which shines like a star blasts out from you, forming a 5-foot wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw or take 1d6 radiant damage.\nThis 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: Shinsu Baang\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You conjure two solid balls of force and hurl them at one or more target creatures. Make a ranged spell attack against each target, dealing 1d4 force damage on a hit.\nAt Higher Levels. The spell creates two additional energy balls when you reach 5th level (4), 11th level (6), and 17th level (8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shiver\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You harness a piece of the frozen void, causing a small spatial distortion on your person. You instantly teleport one object in your possession to your hand. Casting this spell has observable phenomena, producing a temporary icy sensation within 10 feet, and a shattering sound that can be heard within 30 feet. Due to the brevity of the spell, no cold damage is taken or dealt when it is cast"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shock Coil\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a tightly-wound ball of copper wire\nDescription: Arcs of lightning emanate out from you, filling a 20-foot radius sphere centered on you with crackling electricity. When a creature enters the spell's area for the first time during a turn or ends its turn there, it must make a Dexterity saving throw. On a failure, it takes 5d6 lightning damage, has its speed reduced to 0 and can no longer take reactions until the start of its next turn. A creature that succeeds takes half as much damage and suffers no other effect. A creature wearing metal armor has disadvantage on this saving throw.\nWhile you maintain concentration on this spell, you have immunity to lightning damage. As an action, you can extend a lash of lightning to strike at a target. Make a ranged spell attack against one target within 30 feet, with advantage if the target is wearing metal armor. The target takes 3d6 lightning damage and must succeed on a Strength saving throw or be pulled 15 feet toward you.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nRadius \ud83d\udd17\n10 ft.\n20 ft.\n30 ft.\n40 ft.\n50 ft.\n60 ft.\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nLash Range \ud83d\udd17\n15 ft.\n30 ft.\n45 ft.\n60 ft.\n90 ft.\n120 ft.\n150 ft.\n300 ft.\n\u2014\n\u2014\n\n\nLightning Damage \ud83d\udd17\n3d6/1d6\n4d6/2d6\n5d6/3d6\n6d6/4d6\n7d6/5d6\n8d6/6d6\n9d6/7d6\n10d6/8d8\n11d6/9d6\n12d6/10d6\n\n\nPull Distance \ud83d\udd17\n10 ft.\n15 ft.\n20 ft.\n25 ft.\n30 ft.\n40 ft.\n50 ft.\n60 ft.\n\u2014\n\u2014\n\n\nDuration\nUp to 1 minute\nUp to 10 minutes\n\u2014\nUp to 1 hour\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shock of Flame\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 120Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage.\nThe spell creates more than one mote when you reach higher levels: two motes at 5th level, three motes at 11th level, and four motes at 17th level. You can direct the motes at the same target or at different ones. Make a separate Attack roll for each mote"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shocking Blast\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Cube Or 5-Foot Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: discs of copper and zinc\nDescription: A burst of electricity erupts from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and cannot take reactions until the start of its next turn. On a successful saving throw, a creature takes half as much damage and maintains its ability to take reactions.\nIf the area of this spell overlaps with a body of water that occupies an area no larger than twice the area of the spell, all creatures in the water must make the Dexterity saving throw. Creatures that are completely submerged automatically fail. On a failure, a creature suffers the same effects, but takes half as much damage. On a success, a creature takes no damage.\nCreatures that are immune to lightning damage retain their ability to take reactions.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nSize \ud83d\udd17\n10 ft. cube/5 ft. radius\n15 ft. cube/10 ft. radius\n20 ft. cube/15 ft. radius\n25 ft. cube/20 ft. radius\n30 ft. cube/25 ft. radius\n35 ft. cube/30 ft. radius\n40 ft. cube/35 ft. radius\n45 ft. cube/40 ft. radius\n50 ft. cube/45 ft. radius\n55 ft. cube/50 ft. radius\n\n\nLightning Damage \ud83d\udd17\n1d8\n2d8\n3d8\n4d8\n5d8\n6d8\n7d8\n8d8\n9d8\n10d8\n\n\nCasting Time\n1 action\n\u2014\n1 bonus action\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\nLightning Damage. If the spell is upcast so that amount of lightning damage is 4d8 or higher, creatures that lose the ability to take reactions are instead stunned until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shocking Bolt\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Ft.\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a small bolt of lightning at a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can\u2019t take reactions until the start of its next turn.\nThis 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: Shocking Reaction\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When You Are Hit By A Melee Attack\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: The creature that hit you takes 1d4 lightning damage. The creature takes a further 1d4 lightning damage each time it makes a melee attack against you for the remainder of its turn.\nThe 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: Short Warp\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, When You Are Hit By A Melee Attack\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Your body vanishes upon impact from an enemy. The damage taken is reduced by 1d6, and you teleport to an unoccupied place within 15 feet. After casting this cantrip, you can't cast a spell until the end of your next turn.\nAt Higher Levels. The damage reduction increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shoulder Touch\nLevel: 1\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You reach out and touch a creature's shoulder, saying \"Hey\" and delivering an electric charge to them.\n\nAs an action, you reach out and touch a single creature on the shoulder, saying \"Hey\" in a language they understand.\nThe creature must be touchable and able to hear you for this spell to work. Make a melee spell attack roll, on a hit the creature takes 1d12 lightning damage and has to make a constitution save to resist being either blown back up to 10 feet or having their movement reduced to 0 until the end of their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may increase the damage this spell does by 1d12 per spell slot level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shrieking Skull\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Concentration\nComponents: V, M\nMaterial cost: a humanoid skull\nDescription: The skull in your hand begins to sing a beautiful hymnal of your choice. All characters who begin their turn within 30 feet of the shrieking skull, including you, have to make a Wisdom saving throw. On a failure, they suffer 1d3 (psychic) damage. At the end of your turn, if you moved while carrying the Shrieking Skull, the damage of the spell increases by +1d3 (up to a maximum of 4d3). If you let go of the skull or if the skull is pulled out of your grasp with a successful grapple check, then the skull turns to dust, and concentration is lost. Damage from this spell can cause you to lose concentration on this spell.\nAt Higher Levels. This spell\u2019s damage increases to 1d4 when you reach 5th level, to 1d6 at 11th level, and to 1d8 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shuriken of Darkness\nLevel: 2\nSchool: Conjuration\nClasses: Ranger, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a shuriken or dagger, which the spell consumes\nDescription: Make a ranged spell attack against a target within range. On a hit, the target is surrounded by magical darkness and smoke, clouding its vision and draining its vitality. The attack deals 2d8 necrotic damage and a 5-foot radius sphere of magical darkness surround the target until the spell ends.\nIf any of this spell\u2019s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra 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: Silhouette\nLevel: 1\nSchool: Illusion\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 10 Minutes\nComponents: S\nDescription: You or a creature you touch fades to black. For the duration, the target retains the same form, but appears utterly black and is incapable of reflecting light. This grants two benefits:\nWhen the target makes Dexterity (Stealth) checks to avoid being seen in dim light, darkness, or against a dark background, it does so with advantage. Darkvision does not diminish this effect.\nThe apparent lack of depth makes the target slightly more difficult to hit with conventional attacks, granting it a +1 bonus to AC for the duration. This bonus is negated if the target is invisible, or if the attacker has an ability that allows it to see the target's true form, such as truesight.\nThe spell ends if the target attacks or casts a spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Silhouette, Variant\nLevel: 1\nSchool: Illusion (Ritual)\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You or a creature you touch fades to black. For the duration, the target retains the same form, but appears translucently black and is incapable of reflecting light. This grants two benefits:\nWhen the target makes Stealth (Dexterity) checks to avoid being seen in dim light, darkness, or against a dark background, it does so with advantage. Darkvision does not diminish this effect.\nThe target may choose to use your spellcasting modifier instead of their normal Stealth (Dexterity) bonus. This still affects the previous point.\nThe apparent lack of depth makes the target slightly more difficult to hit with conventional attacks, granting it a +1 bonus to AC for the duration. This bonus is negated if the target is invisible or if the attacker has truesight.\nThe spell ends if the target attacks or casts a spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Silver Bullets of Paradise\nLevel: 8\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 450 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 1oz of Divine Marble, or 1lb of Silver\nDescription: By channeling the power of the divines, you damage enemies or heal allies with eight bullets of silver energy.\nWhen this spell is cast, magical silver light begins to coalesce into eight spherical shapes. Each of these shapes will then rise into the heavens and gather divine energy before crashing down on enemies or allies.\nMake eight ranged spell attacks with this spell. You may choose to have each of the bullets target different objects or creatures, have all eight bullets target a single creature or some mixture between. A friendly target may choose to let a sphere hit them. The effect of each silver bullet changes depending upon the disposition of the target whenever an attack succeeds against the target:\nAllied/Friendly: The target begins to glow with a silvery light as the bullet gets absorbed by their physical form. They then recover 6d6 hit points and are cured of one condition or level of exhaustion.\nHostile/Enemy: The bullet explodes into a brilliant silver light, causing 6d6 points of radiant damage to the target, and causing the next source of radiant damage to deal maximum damage.\nAt Higher Levels.: When cast at 9th level, healing and damage from a silver bullets increases by an additional 4d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sinister Surroundings\nLevel: 2\nSchool: Illusion\nClasses: Warlock, Druid, Bard\nCasting time: 1 Minute\nRange: Self (500Ft Radius Sphere)\nDuration: 10 Minutes\nComponents: V, S\nDescription: The land within the radius becomes grim and dismal-feeling for the duration. The area\u2019s appearance is not masked in any way; it merely becomes foreboding and gloomy. All creatures within the spell's area of effect have disadvantage on saving throws against becoming frightened.\nYou may designate a number of creatures up to your spellcasting modifier to be unaffected by the spell.\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level, the spell's duration increases to 1 hour. If you cast this spell using a spell slot of 4th level, the spell's duration increases to 8 hours. If you cast this spell using a spell slot of 5th level or higher, it lingers indefinitely until dispelled"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Siphoning Conduit\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch (Aura, 30 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Cast on self or by touch on another to turn them into a conduit lasting one minute. During this time, any hostiles to the conduit within 30 feet must make a Constitution saving throw against the caster if they are in the region during any point of their turn. On a failed save, they take 4d8 necrotic damage. On a success, they instead suffer 2d8. The conduit is healed for the damage dealt and any healing at full health is added as temporary hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skeletal Warhorse\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: The skeleton of a large horse or horse-like creature and a bail of hay\nDescription: This spell creates an undead skeletal horse. Choose a pile of bones of a Large beast within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead horse: This horse uses the statistics of a warhorse, except it is a neutral evil undead and does not require food, drink, air, or sleep. You can then immediately attune with this skeletal horse: If you do not, you lose control of it and the spell ends.\nWhile attuned to a skeletal horse created with this spell, you have a mental link with it. It acts on your initiative, and you decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe horse lasts until it is destroyed. If you break attunement with a horse you created using this spell, it becomes wild and will very likely be hostile to you and your companions.\nTransferring Ownership. You can transfer control of a horse you created with this spell to another creature. By casting this spell as a 1-hour ritual, you can have a willing creature attune with a horse you created with this spell, gaining control of it as described above. You then break your own attunement with this horse."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skull Goblet\nLevel: 1\nSchool: Necromancy\nClasses: Artificer\nCasting time: 1 Day\nRange: Touch\nDuration: 1 Year\nComponents: V, S, M\nMaterial cost: a skull and 100 gp of immolated poison\nDescription: Create a goblet out of a skull that will detect a poison drink and tell its creator about it. The goblet detects all common poisons and 90% of all uncommon and rare poisons.\nCreation\nThe creator must immolate 100 gp of various possible poisons during the creation of the goblet. The immolated poisons must include the poisons to be detected. During the creation process the caster must roll DC 10 Wisdom or be poisoned and the attempt to create the goblet fails.\nUse\nIf liquid is poured into the goblet that contains poison, the skull will tell the creator about it. If a poison is introduced that was not part of the goblet's creation, the drinker must make a DC 10 Charisma roll. If the roll fails, the goblet will say nothing. The goblet will only talk to its creator. If the creator is not present the goblet remains silent.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may use 1000 gp worth of poisons. The goblet will then detect 99% of uncommon and rare poisons. When you cast this spell using a spell slot of 3rd level or higher, the goblet will tell the drinker about the poison even if you are not present."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sky-Fury Bolt\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a brightly-colored bolt of force which crackles as it flies through the air towards a creature or object within range. Make a ranged spell attack against the target, with advantage on your attack roll if your target ended its last turn without touching the ground. On a hit, the target takes 5d10 force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each spell slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sky-Pierce Lance\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5,000 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: something that provides at least 3x magnification\nDescription: Choose one target in range, they do not have to be visible, you just have to know that they\u2019re within range. Make a ranged spell attack against the target, with a -1 to hit for every 1,500 feet between you and the target. On a hit, it deals 3d8 piercing damage. This spell treats full cover as three quarters cover.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the range of the spell by 1,000 feet, and increase the damage by 1d8, for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skysmite\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: A bolt of lightning comes out from the sky to smite a creature of your choice, which then bursts into a flash of light once it hits the target or the ground. A creature of your choice within range of the spell must make a Dexterity saving throw. On a failed save, they take 2d8 lightning damage and 1d8 radiant damage, or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d8 Lightning damage and 1d8 Radiant damage for every two slot levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skyward Strike\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You raise the weapon used in the casting upward, filling it with divine energy for the duration. While the spell is active, the weapon glows with bright light in a 10-foot radius and dim light for an additional 10 feet. The next time you hit a creature with a melee weapon attack during this spell's duration, the attack deals an extra 2d12 radiant damage, and the spell ends.\nAlternatively, as an action, you can make a ranged spell attack to launch the divine energy at a distance from your weapon, up to a range of 60 feet. On a hit, the target takes 2d12 radiant damage. Hit or miss, the spell then ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, and one more damage die for each level above 1st.\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skyweave\nLevel: 8\nSchool: Illusion\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 2 Actions\nRange: 1 Mile (30 Foot Cube)\nDuration: Depends On Material, Up To 12 Hours.\nComponents: V, S, M\nMaterial cost: an unwilted flower\nDescription: You transmute the atmosphere to compress a large volume of air into other denser materials. You may create an object consisting only of mineral materials such stone, crystal, or metal, and plant matter such as vegetables, rope, wood, or something similar. An object created must be no larger than a 30-foot cube and must be of a form and material that you have seen before.\nThe space to be occupied by the matter must not be obstructed from the caster by any objects or surfaces. The created matter must be centered within a volume of air with dimensions at least 5 times those of the created matter.\nOn your first action, all flames in this area of Medium size or smaller are extinguished, and the remaining air in this space becomes too thin to breathe for 1 round as you squeeze it towards the center and begin to form the object. If your concentration is broken or you end the spell before your second action, the object is instantly destroyed. On your second action, the object is finished and gravity takes effect.\nThe duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. You may choose to destroy the object earlier as a bonus action.\n\n\nMaterial\nDuration\n\n\nVegetable matter\n12 hours\n\n\nStone or crystal\n1 hour\n\n\nPrecious metals\n10 minutes\n\n\nGems\n1 minute\n\n\nAdamantine or mithral\n1 round\nWhen the object is destroyed, the material turns back into air, releasing a gust of wind. For one round, a volume with dimensions 5 times those of the created matter experiences a gust of very strong wind (50 mph) directed away from the object, and creatures of size Medium and smaller must make a Dexterity saving throw. On a failed save, a creature is knocked prone and blown 10d4 feet away.\nUsing any material created by this spell as another spell's material component causes that spell to fail."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Slight Polymorph\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of a caterpillar cocoon\nDescription: This spell transforms you into a new form.\nThe transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is 0. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.\nYou assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech.\nYour gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Slime Shield\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Druid, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a portion of slime\nDescription: You summon a wall of slime in an unoccupied space you can see on the ground. Until the spell ends, slime covers a 5-foot cube. Any creature in the slime area when you cast the spell must succeed on a Dexterity saving throw or take 1d6 acid damage.\nThe slime is translucent, and creatures can try to take cover behind the slime. Positioning the slime between you and the attacker offers half cover. This slime wall has 1 hit point and AC of 5.\nIn addition, the area inside the slime is difficult terrain, and any creature that enters the slime space for the first time or ends the turn there must succeed on a Constitution saving throw or take the damage.\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: Slimebolt\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of pitch and acid worth at least 10 gp, which the spell consumes\nDescription: A black sticky sphere shoots from your pointing finger. Make a ranged spell attack against a creature or space within range. On a hit, the target takes 1d6 acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Any nonmagical weapon made of metal or wood that the target is carrying take a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. At the end of the target's following turn, it takes another 1d6 acid damage, and its armor and weapons are subject to receive another penalty as described above.\nOn a miss, the slimebolt creates a patch of slime in an unoccupied 5 by 5 foot square within 5 feet of the target. The patch of slime is difficult terrain, and creatures that enter it for the first time on their turn or start their turn in it take 1d6 acid damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage in all instances increases by 1d6 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Slow Time\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You surround yourself in a magical aura similar to that of the spell Time Stop. Although this spell is less powerful, as it only slows the flow of time instead of stopping it entirely. When you cast this spell, you gain the following benefits:\nYour movement doesn\u2019t provoke opportunity attacks\nAttack rolls against you are made with disadvantage\nAll attack rolls you make have advantage\nYou have advantage on Wisdom (Perception) checks and Dexterity saving throws\nAll of your speeds are doubled\nYou can take one additional action on each of your turns (including the one used to cast this spell)\nEven with the extra action granted by this spell, you can still only cast one 1st-level or higher spell on your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Smite Rune\nLevel: 4\nSchool: Transmutation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Minute\nComponents: V\nDescription: The next time you hit with a melee weapon attack during this spell\u2019s duration, the target becomes branded with a glowing rune for the duration. Whenever you hit the branded target and deal radiant damage to them (including when you first brand the creature), the target takes an additional 2d8 radiant damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Smoke Bomb\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: 60 Ft (20 Foot Radius)\nDuration: Concentration, Up To 20 Seconds (3 Turns)\nComponents: V, S, M\nMaterial cost: A Palm sized round metallic object worth 1 SP. Component is consumed when spell is cast\nDescription: You throw a small palm sized bomb to create a 20-foot-radius sphere of toxic smoke dealing 1d4 necrotic damage to a hostile creature that ends its turn in the smoke. The sphere spreads around corners, and its area is heavily obscured, and reduces the creature speed to 10 ft whilst it is in the smoke. The smoke lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Your allies are not affected negatively by the smoke."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Smoke Ladder\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: A flame emitting smoke\nDescription: You create a misty ladder up to 30 ft long, shaped from the smoke given off by a fire as you cast the spell. A smoke ladder weighs virtually nothing, and can be easily handled at any length. Always steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.\nOnly you can touch the smoke ladder. It is non-solid to all other creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can enhance the smoke ladder in multiple ways. Choose one of the options below for each spell slot above 1st. You can choose an option multiple times.\nThe duration of the spell level increases by 10 minutes each time you pick this option.\nThe smoke ladder can be up to 30 feet longer for each time you pick this option.\nYou can designate up to two additional creatures other than yourself to be able to interact with the smoke ladder each time you pick this option"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Smoke Screen\nLevel: 2\nSchool: Illusion\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: any small nearly-perfect sphere worth 1 sp or less, which is consumed by the spell\nDescription: You hurl the sphere used as the material component of this spell to any point within range. A moment later, it bursts open with a thick cloud of black smoke that covers a 10-foot radius sphere. This smoke spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Constructs and undead are immune to this damage.\nAt Higher Levels. When casting this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Snooze\nLevel: 3\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Ft. Line\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: sandman's dust\nDescription: Target character within range makes a Constitution saving throw. If they fail, they suffer disadvantage on all Dexterity saves for 1 minute and their movement is halved until the start of their next turn. If they fail by 5 or more, they fall unconscious for 1 round.\nUndead, constructs, and creatures immune to being charmed aren't affected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Snowy Barrage\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause snowballs to erupt from your hands. Choose one Large or Smaller creature within range, and force them to make a Strength saving throw. On a failure, they are knocked back by the barrage 5 feet. After casting the spell, the snow settles to the ground in a 5 foot square"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soaking Hands\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Druid\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A pint of water\nDescription: You envelop both of your hands with water and massage the healing water into the core of a willing creature. When cast, the creature may expend up to one hit die and regain hit points equal to the amount rolled.\nThis spell can also be used to provide hydration to creatures or plants, and can save a creature or plant from dying due to dehydration.\nThis spell can also affect plants, but has no effect on undead or constructs.\nThe material component for this spell can't be substituted for using an arcane focus or component pouch.\nElemental Discipline. A Way of the Four Elements monk may cast this spell if they know the Water Whip discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Softwood\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a small piece of wood\nDescription: Choose one humanoid you can see within the spell's range. The target is encased in a layer of wood. This wood places the target in a state of suspended animation that will last until it is exposed to 30 minutes of continuous fresh air.\nThe person inside is protected from harm and can even resist the forces of falling back to a planet\nAn unwilling target can attempt a Constitution saving throw to avoid being affected by the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. All creatures must be within 30 feet of the caster when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solar Blitz\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: Your weapons burst with light, blinding your enemies. 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 blasted by a flash of light. The next attack made by the creature until the end of its next turn is made at Disadvantage.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit. The damage increase by 1d8 at 11th level (2d8) and again at 17th level (3d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solar Bolt\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A torch or glowing object\nDescription: A bolt of solar energy streaks from your hand to smite a creature within range that then detonates into a blast of brilliant light reminiscent of the Sun. Make a ranged spell attack roll against a creature within range; if the attack hits, the creature takes 1d4 radiant damage. Hit or miss, the target and any creatures within 10 feet of it must succeed on constitution saving throws or become blinded until the start of their next turn. If the attack did hit, the target makes this constitution saving throw with disadvantage.\nAt Higher Levels. This spell\u2019s 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: Solar Grenade\nLevel: 1\nSchool: Transmutation\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet (10-Foot-Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast\nDescription: Your grenade create a 10-foot-radius sphere of Flaming radiant energy centred on a point within range. The sphere spreads around corners, It lasts for 2 rounds, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 radiant damage. Any target that ends its turn within the grenade radius must make DC Constitution saving throw or take 1d6 radiant damage. On a successful save the creature takes half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solar/Lunar Blast\nLevel: 6\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You collect the power of the sun or moon (depending the time of day you are casting this spell) between your hands, forming a shining sphere of radiant energy. Creatures within 60 feet facing directly towards you must succeed on a Constitution saving throw or have disadvantage on all rolls that rely on vision. You can choose to unleash the stored power at once in a 60 feet cone in front of you. Each creature in the cone must make a constitution saving throw. It takes 3d12 radiant damage in a failed save or half as much on a successful one. Undead and oozes have disadvantage on this saving throw. The ray ignites flammable objects in the area that aren\u2019t being worn or carried and dispels any magical darkness effect.\nRound 2: The radiant sphere between your hands emmits a sharp bright blinding light that makes vision almost impossible. Any creatures looking directly towards you must succeed on a Constitution saving throw. The creature has disadvantage on all rolls that rely on vision on a successful save or become blinded on failed one. If you choose to unleash the stored power now, the beam deals an extra 6d6 radiant damage on a failed save or half as much on successful one.\nRound 3: The power stored in the sphere explodes dealing an extra 9d4 radiant damage on a failed save or half as much on a successful one. Any creature caught in the area of effect must make a Constitution saving throw. It has disadvantage on all rolls that rely on vision on a successful save or becomes blinded on failed one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solid Darkness\nLevel: 3\nSchool: Transmutation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet (20 Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You manipulate the fabric of darkness, and replace it with an entirely solid material. Choose a location within range. Darkness in that area becomes a solid object until the spell ends. Light still interacts with it normally, but it cannot be damaged or affected in other ways. If a creature is in the radius of this spell when it is cast, it is harmlessly pushed outside the radius."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solid Fog\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A pinch of dried, powdered peas combined with powdered animal hoof\nDescription: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of great speed (at least 30 miles per hour) disperses it in one round. The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed. It also has disadvantage on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the fog increases by 20 feet for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Solid Freeze\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (100-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: vial of snow or a handful of ice\nDescription: You cause a blast of frigid air to blow forward, in a line of 100 feet long and 5 feet wide in a direction of choice. Each creature in the line must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save and is restrained, being encased in solid ice, or half as much damage on a successful one and is not restrained.\nTaking any amount of fire damage ends the restrained condition on a creature affected by it. A creature can also make a Strength saving throw in each of its turns, as an Action, to end the condition. A creature restrained by this spell suffers additional 2d6 damage when it takes bludgeoning, piercing or slashing damage, and the condition ends immediately after taking this damage.\nThe ground in the area of effect becomes covered in a thick layer of ice. The area becomes difficult terrain, and any creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The ice on the ground melts after 10 minutes, 1 minute in a hot environment, or instantly after taking any amount of fire damage.\nIf this spell is cast over a water surface, it creates solid ground, with the same properties of ground covered in the ice created by this spell, for the duration.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Something\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Wizard, Cleric, Bard\nCasting time: 1 Action\nRange: Personal\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: silver-laced clay worth 50 gp, which the spell consumes\nDescription: A random object forms in your hand. This could be a single boot, a lich's soul, or a magic item. Your DM can decide what you receive, or you can roll on the following table. All objects are from somewhere, and in many cases will be missed by their owner (who may come looking). Some items are cursed: use the rules for cursed items in the DMG.\n\n\nd100\n\n1\u20136\n\n\n1\na bookmark\n\n\n2\na button\n\n\n3\na nail file\n\n\n4\na dental mirror\n\n\n5\na toy duck\n\n\n6\na pair of sunglasses\n\n\n7\na bouquet of fake flowers\n\n\n8\na clothes hanger\n\n\n9\na bottle of perfume\n\n\n10\na plate\n\n\n11\na metal spring\n\n\n12\na banana\n\n\n13\na shawl\n\n\n14\na mouse\n\n\n15\na shoelace\n\n\n16\na large hot meal\n\n\n17\na fork\n\n\n18\na pair of manacles\n\n\n19\na bar of soap\n\n\n20\na mug of coffee\n\n\n21\na stage dagger\n\n\n22\na horseshoe\n\n\n23\na gnome corpse\n\n\n24\na silver circlet\n\n\n25\na small bronze statue of a dwarf\n\n\n26\na pair of leather gloves\n\n\n27\na small bag filled with pain numbing herbs\n\n\n28\na jar filled with water\n\n\n29\na vial of fake poison\n\n\n30\na backpack filled with 50ft of hemp robe\n\n\n31\na decomposed corpse of a small mammal\n\n\n32\n10 lb. or 10 rations of jerky\n\n\n33\na well carved personal chest that is 8 inches by 4 inches\n\n\n34\na 100lb barrel of oats\n\n\n35\na dart\n\n\n36\na crossbow bolt\n\n\n37\n2 two-person tents\n\n\n38\nan arcane focus\n\n\n39\na fancy red wizard robe\n\n\n40\na bag with 10 pieces of platinum inside\n\n\n41\nthe key to a duke's cellar\n\n\n42\na celestial globe\n\n\n43\nthe death mask of an ancient queen\n\n\n44\nthe deed to a tavern\n\n\n45\na chief priest's holy symbol\n\n\n46\nthe mandate of a god\n\n\n47\nthe scandalous diary of a noble's concubine\n\n\n48\nthe axe that executed a martyr\n\n\n49\nan extinct insect-bird encased in amber\n\n\n50\na key that opens the last lock you couldn't open\n\n\n51\na book that contents change languages whenever opened\n\n\n52\na piece of paper with an IOU to a random noble\n\n\n53\na belt that sheds a bright light 5ft around it and dim light another 5ft\n\n\n54\na blue dragon's scale\n\n\n55\na unicorn horn\n\n\n56\na crystal ball that only has a faint magical properties\n\n\n57\na pillow that makes whoever willingly lays on it fall immediately fall unconscious\n\n\n58\na gray ooze that follows the caster but does not understand it\n\n\n59\na bottle that can hold 10 gallons of liquid, the liquid fills it up at a reduced rate, if it has 5 gallons in it the bottle is only half full\n\n\n60\na suit of charged armor\n\n\n61\na charged weapon\n\n\n62\na charged wand\n\n\n63\na boots of levitation\n\n\n64\na potion of healing\n\n\n65\na ring of mind shielding\n\n\n66\na lantern of revealing\n\n\n67\na potion of clairvoyance\n\n\n68\na pair of gloves of swimming and climbing\n\n\n69\nA wand that cast moonbeam 4 times and recharges 1d4 charges at dawn. The spell can only be cast by saying its key word moon in Celestial.\n\n\n70\nWhat appears to be and shows the same magical signs as a staff of the magi unless identify is used, upon use of this staff of the magi you take 6d8 psychic damage and 4d8 force damage.\n\n\n71\na ornate flute that when played makes ear shrieking sounds instead of regular sounds\n\n\n72\na ornate silver longsword with a large hidden crack in the metal of the blade\n\n\n73\na piece of parchment with the word \"Something\" written on it\n\n\n74\na small glass figurine of the caster, whoever holds the figurine can whisper it anything and the corresponding person will say the same thing\n\n\n75\na lock with a key that fits, but when the lock is locked it can not come unlocked, also the lock has an AC of 14 and 20 hit points\n\n\n76\n10 cursed copper coins. Each time you cast a spell of 5th level or higher, you gain 10 more cursed copper coins. If you spend copper coins, give them away or dispose of them, they return to your possession in 1 minute. Items or services fully or partially purchased with cursed coins will break, be lost, be inadequate or otherwise be malformed.\n\n\n77\nA large red ruby with an inner pulsing fire. The ruby explodes when it is touched by 2 different creatures dealing 8d6 fire damage with a DC 15 Dexterity check to take half damage to everyone within 10ft of the ruby.\n\n\n78\nnothing appears to happen, but all creatures within 1 mile of you are aware of your presence\n\n\n79\na irate stone golem\n\n\n80\na pair of skull earrings which require attunement which give resistance to neurotic damage\n\n\n81\nA straw doll that is a crude likeness of a random creature with 30 feet. The doll has AC 10 and 5 hit points. Damage dealt to the doll is also dealt to the creature it is a likeness of, but magical healing received by the doll is received by that creature as well. The doll ceases to function in this way when it is reduced to 0 hit points.\n\n\n82\na gnarled spruce branch that can be used to druidcraft\n\n\n83\na blank gray mask that makes the user temporarily blinded when the user puts it on, but gives them blindsight for 60ft\n\n\n84\na blanket that makes the user immune to the effects of cold weather\n\n\n85\na cape that makes the user have advantage against being frightened, but gives them disadvantage against being charmed\n\n\n86\na pair of boots that prevents the wearer from being moved(shove, wind, ect.) from any effect\n\n\n87\na folding boat\n\n\n88\na regular looking jar on the outside with a black bottom that makes items that fall past the blackness to disappear into the void\n\n\n89\na periapt of health\n\n\n90\na 200gp worth onyx\n\n\n91\na mirror that shows a creature its deepest desires\n\n\n92\na miniature 1ft by 1ft flying carpet that holds up to 20lb and has a fly speed of 30ft\n\n\n93\na robe that can change into any mundane outfit\n\n\n94\ntwo mirrors which instead of seeing your reflection, you can see through the other mirror, they both must be on the same plane of existence to work\n\n\n95\na potion of diminution\n\n\n96\na bag of holding\n\n\n97\na hill giant belt of giant strength\n\n\n98\na ring of evasion\n\n\n99\na wand of paralysis\n\n\n100\nyou forget how to cast this spell until you next gain a level or 1 year has passed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Song of Courage\nLevel: 0\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a musical instrument\nDescription: You begin to play a song that fills your allies with courage. Each creature of your choice within 60 feet of you that can hear you has advantage on saving throws against being charmed or frightened."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Song of the Awakened Dead\nLevel: 0\nSchool: Necromancy\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a musical instrument\nDescription: You begin to play an eerie tune. As an action, you can cause one corpse or skeleton within 60 feet of you to lash out at a creature within 5 feet of it (using your spell attack modifier), dealing 1d4 bludgeoning damage and 1d4 necrotic damage on a hit.\nAt 5th level, you can expend a 1st level spell slot as an action to cause a corpse or skeleton within 60 feet of you to rise as a zombie (or skeleton, respectively) for a number of rounds equal to your spellcasting ability modifier multiplied by 2. The zombie or skeleton is under your control and obeys your mental commands to the best of its ability. You can't control more than 3 zombies or skeletons at one time using this ability"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sonic Implosion\nLevel: 2\nSchool: Evocation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You cause a piercing noise to fold in on an area, harming enemies.\nChoose a points within range. Creatures within 15 feet of that point must make a Constitution saving throw or take 5d8 thunder damage (or half as much damage on a successful save) as they are harassed by an unbearable screeching noise. Creatures further than 15 feet away from the point do not hear anything.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorcerous Possession\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer\nCasting time: 10 Minutes\nRange: Self\nDuration: 1 Hour Or Until Dispelled\nComponents: V, S\nDescription: This spell is the sorcerous equivalent to the wizard's Magic Jar, though where that spell emphasizes control and complexity, Sorcerous Possession demonstrates the Sorcerer's raw magic and flexibility. As such, it should be adjudicated as equivalent except for the following changes: no material vessel intermediary is used, and the sorcerer's body transforms into a possessing spirit. The creature the sorcerer possesses also retains the sorcerer's current hit point total while possessed, and if the sorcerer is ejected, their body appears adjacent to the formerly possessed creature, stunned for one round.\nAfter the 10 minute casting time, you have one hour to attempt your first possession. If that one hour elapses without an attempt, or the first possession attempt is resisted, the spell ends.\nTo possess a creature, either as yourself, or while possessing another creature, you spend an action concentrating on any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can\u2019t be possessed). The target may resist the possession with a Charisma saving throw. If the target fails, either your body vanishes (if you were not currently possessing a creature), or you leave your current host, who is stunned for their next action. In both cases, your soul enters the target, and you are momentarily confused. The target can continue to act normally for its next turn, and you are considered stunned for your next turn. When you begin the turn after that stunned turn, the target loses consciousness and is no longer aware of its surroundings.\nWhile possessing a creature, as with Magic Jar, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. Unlike Magic Jar, you also retain your current and maximum hit point totals. You retain the benefit of your own class features. If the target has any class levels, you can\u2019t use any of its class features.\nOnce you possess a creature, you may continue to attempt to possess other creatures, in a chain. Each time you leave one creature, it regains its awareness and ability to act, and is stunned on its next turn. You may cancel the spell at any time, in which cast you appear in a spot of your choice adjacent the current host, and the current host is stunned for its next turn, while you may act. Your hit points return the total you had when you first possessed a creature. When you leave a host body, the host creature's hit point total becomes that that it previously had, minus the net damage you accrued during your time possessing it. If this drops the creature to 0 hit points, it begins to die.\nFor example: A sorceress with a maximum of 40 hit points, who has taken 5 points of damage, possesses an ogre with 70 hit points. During the possession, the possessed host body will have 35 hit points and can only be healed to 40 hit points. During the possession, the sorceress takes 10 hit points of damage, reducing the body's total to 25, and then ends the spell. The sorceress then appears beside the ogre. At that point, the sorceress returns to her original 35 hit point total, while the ogre's total becomes 60 (its original 70, minus the 10 lost), and is stunned, while the sorceress is not.\nIf the possessed body dies while you are possessing it, as in Magic Jar, you must make a Charisma saving throw against your own spellcasting DC. On a success, you appear in a spot of your choosing adjacent to the host, with your original hit point total, stunned for one turn. On a failure, you die and your corpse appears in a random spot beside the host. If the possessed body died for a reason other than hit point loss, or if its hit points at the moment of possession were equal to or less than yours, the creature also dies. However, if the possessed body died from hit point loss, and it had more hit points than you when you possessed it, instead of dying, it takes damage equal to the net damage it took while possessed. If this does not bring it to 0 hit points, it does not die, and is stunned for two turns. Regardless of the outcome, the spell ends.\nFor example: If a 35 hit point sorceress possesses a 35 hit point orc, and the orc is killed by a sword blow, the sorceress must make a Charisma saving throw to survive, and regains her original hit points if she does. The orc dies regardless. If a 35 hit point sorceress possesses a 70 hit point ogre, however, and takes 30 hit points damage, is healed for 5, and then damaged again for 15 points, the possessed body is reduced to 0 hit points and begins to die. When that body dies, the sorceress may again make a saving throw to avoid death. The ogre, however, returns to 30 hit points (its original 70 hit points, minus the net 40 damage accrued during its possessed time) and is stunned for two turns.\nIf the spell is ended prematurely by an outside source (for example, a successful Dispel Magic), you are ejected as if you voluntarily ended the spell, but are also stunned for one round.\nRide-Along Mode\nWhenever you attempt to possess a creature, you may choose to do so in ride-along mode. In this mode, the creature retains control of their body, and their senses, though their hit points are affected as normal. The host is aware of being possessed, but cannot tell what you are doing. You may use their senses, and communicate with the host telepathically if you choose, and you do not need to share a common language to do so. At any time you may use an action to end ride-along mode by forcing a second Charisma Saving throw, in which case you take over as normal, without a second stunned turn.\nIf the creature willingly cedes control, and spends an action to do so, you may control the creature without causing it to lose consciousness and awareness, and without ending ride-along mode. You may return control with an action as well. This may be repeated as needed.\nDuring ride-along mode, when you are not in control, you may not act except as detailed above, and to cast spells that only target the host creature or yourself. If a spell could affect multiple targets, or has an area of effect, it only affects yourself or the target, or both if it is capable of doing so. For example, a Detect Thoughts spell can be directed to affect the host, but will not affect or detect any other targets in its area. To cast a spell while not in control of the host, the spell may not have any Verbal or Somatic components, and any Material components must be carried by the host. If the host has willingly ceded control, they may also cast spells in this manner if they are capable. If this spell is ended by death during ride-along mode, and the possessed creature survives as detailed above, they are stunned for one round, and not two.\nMetamagic Options.\nIf the spell is cast with Subtle metamagic, in addition to its regular benefits, when possessing a target during ride-along mode, the target is not aware of being possessed, unless you inform it telepathically. As normal, it is not aware of your actions either, including spellcasting, or attempting to possess another creature.\nIf the spell is cast with Heightened metamagic, only the first host's saving throws are at a Disadvantage. However, they remain at a Disadvantage even if you leave that body and attempt to return later during the same spell's duration.\nIf the spell is cast with Twinned Spell metamagic, instead of its usual effects, you may elect to bring along any spell effects that are currently operating on yourself, to the host bodies. For example, if you have Mage Armor cast on yourself, while you are possessing a host, the host has the effects of Mage Armor as well. Without this metamagic, any spell effects on you that began prior to the first possession only affect you while you are possessing targets, and not the host body. For example, if you are charmed prior to possessing a body, you act as though you are charmed during the possession. However, Mage Armor and Invisibility spells would have no effect until the Sorcerous Possession spell ends, though their durations continue to expire as normal.\nIf the spell is cast with Distant metamagic, instead of increasing the range of the spell, the distance to possess a target is increased. That is to say, any time you attempt to possess a creature, it must be within 200' instead of 100'.\nIf the spell is cast with Extended metamagic, you have two hours to attempt your first possession, instead of one.\nIf the spell is cast with Careful metamagic, instead of its usual effects, you have a +1 DC on your save to avoid dying when the host body dies."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Battering Javelins\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Instantaneous,\nComponents: V, S, M\nMaterial cost: Arcane Focus\nDescription: You create three massive Javelins of magical force. Each javelin hits a creature or object of your choice that you can see within range. A javelin deals 2d8+8 force damage to its target, and deals double damage against objects and structures. The missiles all strike simultaneously, and you can direct them to hit one creature or several.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher the spell creates one more javelin per spell slot above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Burst Missile\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.\nEach missile hits a creature or object of your choice that you can see. a Missile deals 3d6 + 3 force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies. Affected creatures within one or more of these blasts must make a single Dexterity saving throw, taking 2d6 + 2 force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.\nA creature affected by the shield spell take half damage\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher You can create one more missile for every spell level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Forceful Missile\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a single, concentrated missile of arcane force. This missile functions exactly like those in the Magic Missile spell The missile lunges out at it's target from your outstretched finger, striking unerringly at any foe without full cover. The missile deals 2d4+2 force damage and creates a 15ft line starting at its initial target dealing half as much force damage to those in the line.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increases the damage by 1d4+1 force damage per level higher of spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Greater Magic Missile\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6+1 force damage to it's target(s). The darts all strike simultaneously and you can direct them to hit one creature or several\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you create an additional dart per level higher than 3rd used to cast it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Inevitable Impalement\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a spear, javelin, or similar projectile\nDescription: Mimicking the form of the material component, you create a massive force missile and throw it at a target within range. They automatically take 4d6 force damage, and must make a Constitution saving throw, or become impaled.\nAn impaled creature's speed is cut in half, and their attacks and saving throws have disadvantage.\nAt the start of their turn, an impaled creature can attempt a Strength saving throw. This effect ends when the spell does, or if they succeed the saving throw.\nAt Higher Levels. When cast at 5th level or higher, the missile deals an extra 1d6 damage for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Leaping Missile\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 100 Feet Initial, 30Ft Secondary And So On.\nDuration: Instantaneous,\nComponents: V, S\nDescription: You create a small glowing dart of arcane energy that streaks forth from your outstretched fingertip. this dart deals 1d4+1 damage to a target you can see within range. after striking its initial target it leaps and strikes up to 3 more targets that can be no more that 30ft away from the last it struck.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its bonus damage increases by +1 and it can strike leap to an additional target per spell slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Magic Ballista\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You concentrate your arcane energies and release a massive blast of force from your palm to a target that you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 force damage. Hit or miss, the arcane blast explodes, forcing each creature in a 20-foot-radius sphere centered on that point to make a Constitution saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. A creature under the effect of the Shield spell has Advantage on this saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the secondary damage increases by 2d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Magic Lance\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A 20 gp diamond\nDescription: You create 3 glowing Lances of magical force.\nEach dart hits a creature of your choice that you can see within range.\nA lance deals 3d6+3 force damage to its target.\nThe Lances all strike simultaneously, and you can direct them to hit one creature or several. Those under the effects of the Shield spell take half damage.\n\nAt Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates another Lance for each slot above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Minuscule Missile\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create 1d4 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. a dart deals 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.\nAny effect which applies to or reacts with the magic missile spell, such as the shield spell, reacts with this spell as if it was magic missile.\nThis spell creates more darts when you reach higher levels. 2d4 at 5th level, 4d4 at 11th level and 6d4 darts at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Missile Swarm\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A swarm of magical darts fills a 15ft radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. When the area appears each creature in it must make a dexterity saving throw. a creature takes 4d10 force damage on a failed save, or half as much damage on a successful save. A creature must also make this saving throw when it enters the spells area for the first time on a turn or ends its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Rending Missile\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+3 force damage to it's target. The darts all strike simultaneously. You can direct them to hit one creature or several. The concentrated nature of this spell allows it to deal siege damage to constructs and structures(3x damage).\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher creates an additional dart per level higher of spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Retributive Missile\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 10 Feet Of You That You Can See.\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A missile of force flies from your hands, striking the attacker. The creature takes 1d8 + 1 force damage and it is pushed 15 feet back.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you create an additional missile for each slot level above 1st. this missile must target the creature that attacked you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Selfless Missile\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create 1 dart of glowing energy that streaks forth from your fingertips and impacts a target you can see within range. Healing them for 1d4+1 HP. This dart strikes unerringly as long as the target does not have full cover.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher creates an additional dart for each spell slot higher used to cast it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Superior Magic Missile\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Five missiles of magical energy dart from your fingertips and strike their targets unerringly as long as the target does not have total cover. Each dart hits a creature of your choice that you can see within range. A dart deals 1d8+1 force damage to it's target. The darts all strike simultaneously and you can direct them to hit one creature or several. Targets under the effects of shield take half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher creates an additional dart per higher level of spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Unforgiving Missile\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (Or 50Ft)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You create three tiny missiles in your space. They float in the air above your head for the spell's duration. When a creature strikes you with a melee weapon or an attack spell, a single missile automatically reacts,lashing out for 1d4+1 force damage after the caster takes damage. If the enemy attacks the caster multiple times the darts continue to last out for each attack. When all the missiles are expended the spell ends.\nAlternatively, the caster may use their bonus action to expend one or more of these missiles to lash out at a target within 50ft as if by the magic missile spell. The caster may also use 1 action and cause the missiles to lash out but not be expended and return to the caster after striking a target.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you create additional missiles for each level higher of spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Warding Missile\nLevel: 5\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A crystal ball worth 70gp that was infused with a 5th level spell slot\nDescription: You create six glowing blade missile of magical force. These missiles function like those created by the Magic Missile spell. The blades project onto the caster creating a warding barrier of dim magical energy granting them +1 AC per blade. Whenever an enemy ends it's turn adjacent to the caster, a single blade lashes out in the direction of it's target dealing 2d6+2 Force damage that counts as slashing for the purposes of overcoming resistances. This reduces the number of blades surrounding the caster, thus reducing the AC benefit from this spell. Targets under the effects of the Shield spell only take half damage from the blades.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher you create an additional blade missile for each level higher of spell slot used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sorrel's Well of Infinite Lances\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small silver disk that isn't consumed by the spell\nDescription: You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 20 ft. pool of radiance on the floor within 120 ft. of you. This pool disappears if you move more than 120 ft. away from it. Upon casting this spell, the pool summons twelve magic Lances that seek random enemy targets within 120 ft. of it. The missiles behave as per the magic missile spell, but dealing 4d8+12 force damage, if the target of the lances is in the pool, they take an additional 1d8 force damage.\nAs a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional Lances and choose who those lances strike.\nAt Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 9th level, the spell creates five more lances."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Arrow\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 180 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You fire an arrow-like bolt of magical energy at a target within range. Make a ranged spell attack against the target, dealing 3d8 force damage on a hit.\nSoul arrow homes in on its target slightly. You have advantage with this spell's attack if the target is further than 60 feet away.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Bind\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Wizard, Sorcerer\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, 1 Minute\nComponents: V, S\nDescription: You target the soul of one or two enemies. The two enemies are bound by their souls and cannot move further than 60 feet from each other (to also restrict teleportation and plane shifting). Additionally, when a spell targets one of the enemies it duplicates the effect onto the other enemy, regardless of range. This does not duplicate area of effect spells unless they specifically target specific enemies such as the spell Slow. If the spell is only casted on one enemy, the first enemy to come within 60 feet of the targeted enemy is then bound to the first enemy"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Blade\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a drop of your blood on the blade of a bladed weapon\nDescription: You touch a nonmagical weapon with that deals slashing damage. Until the spell ends, the weapon deal additional 1d6 necrotic damage, and you can absorb souls through the blade of that weapon. When you reduce a creature to 0 hit points with an attack from this weapon, the soul of that creature is trapped into the weapon, and you deal additional damage equal to 1d6 necrotic on successful attacks with it. Each additional soul trapped into the weapon increases the damage in 1d6, up to 6d6.\nWhen the spell ends, the souls trapped onto your blade go to your body, as you gain 1d6 temporary hit points for each soul trapped on your blade at the end of the spell.\nOnce the spell ends, you are stunned for a number of turns equal to the number of souls trapped on the weapon. At end of each of your turns, you can make a Constitution saving throw against your own spell save DC to end the effect earlier"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Claws\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Your soul shapes into a wicked claw that pierces the body of a creature you touch. Make a melee spell attack against a creature. On a hit, the target takes 1d12 piercing damage.\nThe spell's damage increases by 1d12 when you reach 5th (2d12), 11th (3d12), and 17th (4d12) level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Drain\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Your hands sap health from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.\nThe 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: Soul Gathering\nLevel: 7\nSchool: Necromancy\nClasses: Wizard, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To A Minute\nComponents: V, S, M\nMaterial cost: An eyeball from a humanoid, a drop of blood, a piece of obsidian worth at least 100 gp\nDescription: All creatures within a 25 foot radius of the caster must make a Constitution saving throw, losing half of its maximum hit points on a failed save, and transferring ownership of an affected creature's soul to the caster. On a success, affected creatures keep their soul, and the caster takes 1d4 necrotic damage per successful saving throw. For each soul you gather, you must make a DC 14 Constitution saving throw. On a failed saving throw, you take 2d8 necrotic damage. The soulless body becomes a undead with undead traits they are not under your control, unless you cast another spell to control them.\nIf a creature enters within a 25 foot radius around you while you are concentrating on it, they take 2d6 necrotic damage for each turn they spend in the radius. If there a undead or soulless this spell doesn't affect them, but they take 1d4 necrotic damage instead of 2d6 if they enter the radius. If this damage would kill a creature, their soul is transferred into your possession. Once this spell ends, you are stunned for a number of rounds equal to how many rounds you have concentrated on the spell + 1.\nThis spell consumes the blood and the eyeball"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Gem\nLevel: 1\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: 10 Minute\nComponents: V\nMaterial cost: you must say the type of gem you wish the soul to be captured in\nDescription: You choose a creature that you can see within range and mark it with dark energy, ensnaring the spiritual essence of their soul. If the creature dies within the spell's duration, the creature's soul is captured in a gem that materializes and is magically affixed to anything on your person.\nThe gem looks identical to a real gem in every way. However, a perception check contested against your spell save DC reveals that the gem is fake and has no monetary value. The soul inside can only be detected by magical means. The soul gem also cannot be used as material in lieu of an real gem in casting a spell.\nThe gem cannot be removed from its location by anyone except you by any means. You may choose to use an action to relocate the gem to a different item on your person.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can capture one additional creatures soul for each slot level above 1st.\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Bar"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Inferno\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: Self(120Ft. Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: The caster utters a word of incredible power too strong for mortals to endure and collapses his soul, resulting in his death. He cannot be brought back to life before restoring his soul by no means short of a wish spell.\nIn a sphere with 240ft. diameter a storm or roaring black appears forcing every creature in the sphere to make Constitution saving throw against the Spellsave DC + 10.\nOn a failed save the creature is burnt to ash along with its soul and cannot be revived unless a wish spell restores its soul first.\nOn a successful save the creature takes 12d12 necrotic damage and suffers one level of exhaustion. A creature that dies from this damage is also disintegrated and its soul is destroyed.\nEvery nonmagical object that isn't being worn or carried by a creature that survives this spell is disintegrated as of hit by the disintegrate spell.\nThis spell also leaves a spherical crater in the ground with 240ft. diameter, every creature that survives this spell and is within half their movement range of the border of the sphere has to make a dexterity saving throw to save them selves. on failed save the creature falls to the bottom of the crater as does any creature further in the spehere than half their movement range."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Release\nLevel: 7\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: Indefinite\nComponents: V, S, M\nMaterial cost: two objects conjoined together, split by the spell afterward\nDescription: You split your being into two distinct creatures, your body and your soul.\nYour body retains your Strength, Dexterity, and Constitution scores, while your soul retains your Intelligence, Wisdom, and Charisma scores. A score that is not retained becomes 1.\nYou both share hitpoints, the same as you had before. If either your body or soul is reduced to 0 hitpoints or dies, so does the other.\nYour soul retains any form of spellcasting, but cannot interact with the physical world. You can satisfy any material component so long as it does not have a gold cost. Your soul, instead of any other speed, has a flying speed of 20 feet. Additionally, your soul can move through solid objects, but if you end your turn inside one, you are immediately shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were moved.\nYour body can not speak, but will understand any command you give it. Your soul acts on your bodies turn.\nYou can preform a minute long ritual to reform your body, ending this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Restoration\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Druid, Paladin, Warlock, Sorcerer\nCasting time: Special\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a translucent crystal worth at least 1000gp\nDescription: To use this spell, choose a creature that is dead and whose soul has been fragmented or erased from existence, you must know its name or some nickname it had. If the soul of the chosen creature is fragmented this spell has a cast time of 1 hour, you join all the fragments again, making the soul as good as new. if the soul was erased from existence or destroyed, this spell lasts 8 hours to cast, plus you recreate the soul of the chosen creature. alternatively, if the creature's soul is imprisoned against its will this spell last 10 minutes to cast. you make check it using your spellcasting modifier against a CD equal to 14+half the cr of the creature you're trying to free. on a failed roll you do nothing and you can't use this spell again on this creature. on a successful roll, you release the soul of the chosen creature. In addition, the creature you chose to cast this spell will now count as just dying right now, so spells like resurrection or revivify can affect it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Shallow\nLevel: 0\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: As an action on your turn you send a spirit through the body of a creature within range. One creature within range must make a Wisdom saving throw against your Spell Save DC, or take 1d8 necrotic damage, and must spend at least 10 feet of movement getting from with you, should they be able to.\nAt Higher Levels. 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: Soul Slice\nLevel: 9\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a diamond that worth at least 1,000 gp\nDescription: You extend your mystical powers and grasp at the soul of your enemy, cutting it in two before obliterating half. When you cast this spell, a creature of your choice within the range of the spell must take a Constitution saving throw. If it fails, the target loses half of its current hit points, and cannot regain hit points above half its maximum until it next finishes a long rest. If it succeeds, the target takes 4d6 necrotic damage, but cannot lose more than half its hit points to this damage.\nThis spell had no effect on undead or constructs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Spear\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 180 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of fur and a rod of amber, crystal, or glass\nDescription: You fire a large spear-like bolt of magical energy against a creature within range that you can see. Make a ranged spell attack against that creature, dealing 9d6 force damage on a hit.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Stream\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: Self (150 Foot Line)\nRange: 1 Action\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: An arcane focus\nDescription: You charge up soul energy and unleash a massive blue laser along a 5-foot wide, 150 foot line. Each creature in the line must make a Dexterity saving throw: A creature takes 20d6 force damage on a failed save.\nCasting this spell at lower levels takes severe effort on the part of the caster. When you cast this spell, you must make a DC 20 Constitution saving throw. On a failed save, you become incapacitated and your movement speed gets reduced to 10 feet for one minute. You may repeat the saving throw at the beginning of each of your turns to end the effect.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the DC for the saving throw against becoming incapacitated gets reduced by 5 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Strike\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black gemstone worth at least 1,000 gp\nDescription: You assault the soul of a creature within range, attempting to rend it from the body and disperse it into the ether. Make a ranged spell attack against the target. On a hit, the target takes 16d12 necrotic damage. This spell has no effect on undead or constructs.\nA creature killed by this spell can be restored to life only by means of a true resurrection spell or a wish spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Sunder\nLevel: 8\nSchool: Necromancy\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You invoke a spectral projection of the scythe of Death, readying to slice a creature's soul cord asunder. Target a creature's soul within range that is outside of its physical host body, such as one projecting with the astral projection spell. That creature must make a Wisdom saving throw. On a failed save, the silvery cord connecting the soul to its host body is cut, killing it instantly.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the casting time is reduced to one action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Tap\nLevel: 5\nSchool: Necromancy\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: S\nDescription: You touch a creature, pulling at its very soul and displacing it just enough to temporarily disable the creature. It must succeed on a Constitution saving throw or be paralyzed for the duration. The creature must also make a Wisdom saving throw or be stunned for the duration. The creature can remake the Constitution save at the start of each of its turns, ending the paralyzed condition on a success. The creature can remake the Wisdom save at the end of each of its turns, ending the stunned condition on a success. A creature stunned in this way is unaware of its surroundings.\nThis spell has no effect on constructs and creatures that don't have a soul.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, the spell's maximum range increases by 10 feet for every level above 5th. At 9th level, its duration increases to 10 minutes"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Tear\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute.\nComponents: S\nDescription: You reach out your hand and target one creature. You begin to remove that creature's soul, shown as a spectral thread connecting that creature to your hand. While its soul is tethered to you, if the targeted creature moves more than 30 feet away from you, it takes 1d12 necrotic damage and the spell ends. While the spell is active, you may activate the tether as a bonus action on your turn, dealing 1d4 necrotic damage for every 5 feet of distance between you and the creature.\nAt Higher Levels: The damage increases at 5th Level (1d6/2d12), 11th Level (1d8/3d12), and 17th Level (1d10/4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Tide\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You release a swarm of souls from below you, each swirling into a target. Make four ranged spell attacks in total against any targets you can see in range, dealing 3d4 necrotic damage on a hit. After making all of these attacks, you may make two more attacks for every creature reduced to 0 hitpoints by these attacks.\nAt Higher Levels. When cast at 5th level or higher, you initially make one extra attack for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Transfer\nLevel: 0\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a coin worth at least 1 gp\nDescription: You choose a creature within range which isn't a construct or undead and grant it a lease of life, which you eventually collect. When you cast this spell, you take 1d4 necrotic damage and the target regains a number of hit points equal to the damage dealt to you this way. At the beginning of that creature's next long rest, as long as it is alive and still on the same plane of existence as you, it takes necrotic damage equal to twice the hit points it gained through this spell and you regain that many hit points.\nThis spell increases the number of dice you may choose to take and give to a creature: 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul-Stealing Fist\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S\nDescription: You infuse your fist with necrotic energy. Make a melee spell attack against a creature you can touch. On a hit, the target takes 3d6 necrotic damage and you gain temporary hit points equal to half the damage dealt (rounded down). A creature which was hit and took damage must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A creature that resists necrotic damage has advantage on this save.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soulfire Strike\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: 1 Hour\nComponents: V, S\nDescription: Empower your magic by investing a tiny fraction of your soul to create a crackling bolt of energy that attacks an opponents soul directly.\nTake 1d4 psychic damage. Then make a ranged spell attack against your target. On a hit the target takes damage equal to 3d8 of the type correlated to their alignment. Damage done by good aligned characters is radiant damage, damage done by evil characters is necrotic, neutral characters choose between the two upon gaining this spell. This spell does not damage objects, constructs, plants, or any target that does not have a soul (e.g. a zombie). If the target takes damage they must make a Constitution saving throw against your spell save DC or take 1 point of exhaustion for the duration (this effect cannot stack at 2nd level).\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increase damage by 1d8 per level above 2nd. When cast at level 4th or above increase self-damage by an additional 1d4 of damage per level above 3rd, the exhaustion can now stack up an additional point per level above 3rd up to a maximum of 6 levels of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sound Bubble\nLevel: 1\nSchool: Illusion\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A blown egg shell or a soap bubble\nDescription: The caster erects an immobile barrier that blocks sound from exiting or entering the spell's area. The bubble does not block observations made into the area, thus one might observe from outside the bubble a clumsy fighter in heavy armor trip and fall and even read the curse word from his lips, but will hear nothing. The barrier may also impede certain aspects of spells such as being able to receive the verbal commands of an enchantment spell that originate outside the bubble. The bubble blocks harmful sound based spells this spell's level and lower. Higher level sound based spells interacting with the bubble immediately pop the bubble and end this spell, but those who were inside receive a +2 bonus to checks to resist that spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the bubble becomes mobile moving with the caster."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sound Burst\nLevel: 3\nSchool: Evocation\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a stringed or percussive instrument\nDescription: You emit a concussive sound wave, a cone of noise emanating from 20ft up in the air downwards towards a point within range, damaging creatures within the area. Each affected creature must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nIn addition, the spell emits a painfully loud chord audible out to 600 feet.\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: Sovanna's Animate Tiny Dead\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood, a skull of a raven, and a pinch of clay\nDescription: This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition.\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn.\nYou decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures or mimic what it did in life as a beast. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you\u2019ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you\u2019ve given it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spark of Levin\nLevel: 0\nSchool: Enchantment\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 120 Feet\nDuration: 10 Minutes\nComponents: S\nDescription: You create a floating mote of electrical energy, and imbue it upon a target. This mote slowly hovers around the target, but not enough to obscure their vision or irritate them. The next time you cast any single target spell that deals lightning damage, all targets that have a mote on them, are dealt lightning damage equal to the damage the primary target received, then the motes are used up. Targets resistant to lightning damage cannot be effected by this spell in any way.\nAt Higher Levels. When you cast this spell using a spell slot of 1st level or higher, for each level, an additional 1d8 lightning damage is dealt to the target with the mote when it expires"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spark Shower\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 80 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You bring down sparks of lightning in a small area centered to a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 lightning damage.\nThis 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: Spatial Distortion\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You twist space in a large volume, adding more of it or taking some away to alter the rate of movement for creatures. When you cast this spell, choose a volume composed of up to twenty-five contiguous 5-foot cubes that fits within range. Within this volume, choose Compression or Expansion.\nCompresion. You shunt excess space from the volume to somewhere harmless, reducing the amount of space within the effected volume. For the duration of the spell, each 1 foot of movemnent speed spent covers 2 feet of distance in the affected volume.\nExpansion. You draw excess space from somewhere in the universe it isn't needed and wedge it into the affected volume. For the duration of the spell, each 1 foot of movement traversed in the affected volume costs 2 feet of movement speed.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the movement cost change of the affected volume increases by 1 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak with Images\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Warlock\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: a paintbrush bristle\nDescription: You cause a character in an image or art piece (such as a painting, sculpture, ect.) to come to life and begin speaking. For the duration, the target can speak and understand a language you know, see and hear, and recall events that occurred in the past 24 hours as if the target could see and hear during that time. The target cannot remember events that occurred before or during its creation. The target takes on a personality and alignment befitting of the type of creature it represents.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target will be able to remember events that occurred further into the past. 3 days if cast at 4th level, 1 week if cast at 5th level, 1 month if cast at 6th level, 3 months if cast at 7th level, 1 year if cast at 8th level, or since the target was first created if cast at 9th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak With Skull\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: burning incense\nDescription: Grant an eerie vitality to a skull of your choice within range, allowing it to answer the questions you pose. The skull must still have at least an upper and lower jaw and can't be undead or part of an undead creature. The spell fails if the skull was the target of this spell within the last 10 days.\nUntil the spell ends, you can ask the skull up to five questions. The skull knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the skull is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its skull, only its animating spirit. Thus, the skull can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak with Wind (Cataegis Cantrip)\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: Summoning wind spirits, you bid them to take a message or give you information.\nChoose 1 effect:\nMessage: You speak a message of up to 10 words to the air and convince the wind spirits to whisper your message to a target you can fixate in your mind. If the wind can reach your target within 10 minutes, it will whisper your message to them without your voice being recognizable. The target and anyone within 5ft of the target must succeed on a DC10 passive perception check to hear the message. The message cannot be delivered if the target remains in an enclosure where wind cannot reach for the entire duration of the spell. You are not aware if the message was successfully delivered.\nKnowledge: You ask the wind spirits where a target is. You can be specific or general (\"where is the nearest enemy?\"). The wind will move in the direction of the target or cease to blow if there is no target. You may also ask the wind spirits to bring you smells of a desired direction from up to 1 mile away. You can use a bonus action on your turn to ask for new knowledge.\nYou can choose to end the spell early.\nThis spell was designed by the spellcasters of Cataegis, the Tiefling Sky City. Discuss with your GM how your character might know it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spear of Rot\nLevel: 1\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spectral Hammer\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a handful of iron nails\nDescription: A translucent, disembodied greatclub object begins to float within arm's reach of a creature in range that you can see, and remains near the target for the duration.\nWhen you cast this spell, you can make a melee spell attack against the target, or another creature or object within 5 feet of the target, on behalf of the spectral hammer. On a hit, the target of this attack takes 1d8 bludgeoning damage plus 1d8 force damage. On each of your turns, you can use your action to make this attack again, but only if you can see the target of this spell and the target of this attack.\nFor the duration, the target creature can also use its action to make this melee spell attack against any creature or object within 5 feet of it. It can use your casting modifier for the spell attack roll. If it has two hands free to wield the greatclub, the creature can instead use its own Strength modifier plus its proficiency bonus to make a melee spell attack roll with the magic greatclub. In either case, a creature or object hit by this attack takes 1d8 bludgeoning damage plus 1d8 force damage.\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 for every spell slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spectral Hand\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: an iron glove, such as a gauntlet\nDescription: A Medium dwarven hand begins to float within arm's reach of the target creature. The target creature gains full control of the hand for the duration and can use this hand as easily as it could use its own hand\u2014even if it does not otherwise have a comparable limb. This hand can manipulate objects, wield weapons, hold shields, perform somatic components, and complete other actions, but the target does not gain any extra actions nor can it make more attacks per turn than it would otherwise be able.\nIf the target leaves this magic hand unoccupied, it can be used to make a melee spell attack. The target can use either your casting ability for the attack, or its own Wisdom modifier plus its proficiency bonus. In either case, a creature or object hit by this attack takes 1d4 bludgeoning damage plus 1d4 force damage.\nAt Higher Levels. If you cast this form of the spell using a spell slot higher than 2nd level, the spell's duration increases. At 3rd level, the duration becomes 10 minutes. At 4th level, it becomes 1 hour. At 5th level, it becomes 8 hours. At 6th level or higher, it becomes 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spectral Scythe\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Indefinite\nComponents: V, M\nMaterial cost: a staff or pole of some sort\nDescription: While gripping a staff with both hands, you can use one action to create a blade of necrotic energy in the shape of a reaper's scythe at the end of the staff. The blade does 1d6 necrotic damage in addition to the regular damage of the staff, and so long as you are proficient with the staff, you are proficient with this weapon.\nThe spell ends if you let go of the staff or if you recast this spell\nThe spell\u2019s 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: Spectral Shield\nLevel: 0\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: A piece of glass\nDescription: You invoke a minor protective force to ward away harm. You gain a +2 bonus to AC for the duration. This bonus is not cumulative to the bonus granted by shields."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spell Blade\nLevel: 1\nSchool: Conjuration\nClasses: Wizard, Sorcerer, Bard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action.\nYou are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit.\nYou may cast any spell into the blade that targets one creature and doesn't make a ranged attack roll. You expend the spell slot for that spell, and the spell is held in the blade until either it is released or the blade disappears; only one spell can be held in the blade at a time. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on it. If it's a concentration spell, its effect lasts until its duration runs out or until the spell blade disappears, whichever happens first"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spell Mastery\nLevel: 9\nSchool: Abjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take When A Creature Within 120 Feet Of You Casts A Bard, Sorcerer, Warlock, Or Wizard Spell\nRange: Self (120-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Asserting your mastery over magic, you take control over all bard, sorcerer, warlock, and wizard spells cast within range. For the duration, whenever such a spell is cast and you are aware of the spell, you can use your reaction to attempt to control it. To do so, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you can produce one of the following effects.\nBacklash. The spell fails and has no effect, and the caster of the spell takes 8d10 force damage which cannot be reduced or ignored by any means.\nChange Target. You change the target of the spell. If the spell affects a point or an area, you can change the target to any other point or viable area within range. If the spell affects a creature or a number of creatures, you can choose which creatures they effect. Creatures are treated as friendly or hostile for the purposes of the spell with respect to you, rather than to the caster.\nDerange Spell. The spell fails and has no effect, and a wild magic surge occurs. Roll a d6: On a 1-3, the surge affects you. On a 4-6, the surge affects the spell's original caster"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spell Shield\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Paladin, Wizard\nCasting time: 1 Action\nRange: 25 Feet\nDuration: Concentration, Up 1 Minute\nComponents: V, S\nDescription: You choose a willing creature who is within 25 ft of you, and a magical barrier surrounds them until the spell ends. While under the effects of this spell, the target's AC cannot be less than 11 + your spellcasting modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spell Twine\nLevel: 6\nSchool: Transmutation\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: A red string tied around the caster's wrist, and the target's wrist\nDescription: Upon casting this spell, you create a magical bond with the target. For the duration, when you cast a spell with a range of \"self\" or \"touch\" targeting yourself, the bonded creature may choose to benefit from that spell as well.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 4 hours. When you cast this spell using a spell slot of 9th level, the duration remains as 4 hours, but you may select two separate creatures to benefit from this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spellblade\nLevel: 1\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration Up To 1 Hour\nComponents: V, S\nDescription: You conjure a blade of force in your free hand. The blade is similar in size and shape to a shortsword, and lasts for the duration.\nIf you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on i"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spellbreaking Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shines with divine power and deals an extra 3d8 radiant damage to the target, sundering its ability to cast spells. Until the spell ends, the creature has disadvantage on concentration checks, and whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier against a DC of 10 + the spell's level. On a failure, the spell fails and is wasted with no effect.\nAt 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: Spelled\nLevel: 9\nSchool: Conjuration\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: You spell the name of a creature and bring it into existence. The creature must have a name you know and its CR cannot be higher than 20."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spellfire\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: A pinch of ash\nDescription: You conjure bluish-white arcane fire in the palm of your hand. While holding this, the flames shed bright light for 10 feet and sheds dim light in an additional 10 feet. Objects ignited with this spell last as long as the duration. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also make a ranged attack by hurling the flame at a creature within 60 feet. On a hit, the target takes 1d4 fire damage and is considered ignited by the spell. At the start of each of an ignited creature's turns, they can make a Constitution saving throw. On a failure, they are considered to still be lit. On a success, the target is no longer ignited or lit. At the end of a lit creature's turn, they take 1d4 fire damage.\nThe damage of this spell increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). The igniting effects of the spell also increases by 1d4 at 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: Spellstrike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: V, M\nMaterial cost: a weapon\nDescription: You charge your weapon with the power of your magic, making it easier for you to wield. You're able to use the weapon just as easily as your spells.\nWhen you attack with the weapon used as the material component for this spell, you may use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spellwise Aura\nLevel: 8\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: You radiate raw arcane power, enhancing the spells of other spellcasters like some sort of arcane dynamo. Until the spell ends, the aura moves with you, centered on you. Whenever a nonhostile creature in the aura (including you) casts a spell that deals damage, it adds your casting ability modifier to the first damage roll it makes as part of that spell. Additionally, you can use a bonus action to grant one creature in the aura (including you) a +2 bonus to spell attack rolls and a +2 bonus to the save DCs of its spells until the end of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sphere of Awareness\nLevel: 6\nSchool: Divination\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self (30-Foot Sphere)\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a magnifying glass\nDescription: You close your senses and project your awareness into the space around you, blinding and deafening you but granting you 30-foot radius sphere of blindsight centered on you. As a bonus action on your turn while you are blinded and deafened, you may move the center of this sphere of blindsight up to 60 feet away from you. Regardless of whether you move it or not, the sphere of blindsight moves with you. For every 10 feet you move the sphere away from you, its maximum size decreases by 5 feet. Moving the sphere closer to you increases its size by the same amount.\nWithin the blindsight created by this spell, you can perceive everything within the sphere as if with all your senses, able to discern fine details with supernatural precision. A thin sheet of lead blocks the perception created by the sphere of awareness.\nCreatures with truesight and creatures in the ethereal plane perceive the sphere as a misty spotlight.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the sphere increases by 5 feet and the range it can be away from you increases by 10 feet for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sphere of Simulated Antimagic\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: any gemstone worth at least 50 gp, which the spell consumes\nDescription: Originating from one point you can see within range, a glowing emerald 10-foot-radius sphere spawns. Within this sphere you create, the effects of anti-magic are simulated through magic. Any elementals or fey, magical affects, and magic items cannot enter the sphere after it is formed. You can choose for you and objects on your person to be unaffected by this spell.\nIf an elemental or fey starts its turn in the sphere, it must make a Charisma saving throw. On a failure, it takes 4d6 force damage and is pushed to the nearest space outside the sphere. On a success, it takes half damage and is not pushed.\nAny magical effects within the sphere are affected as if by dispel magic, when it is cast as a 3rd level spell.\nIf a creature has magic items on its person that aren't carried, it must make a Strength saving throw. On a failure, those carried items fly off its person to the nearest space outside the sphere. On a success, the magic item is retained on the creature's person, but the creature cannot benefit from the item's magic effects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sphere of Warded Repulsion\nLevel: 6\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action Or Reaction\nRange: Self (10 Foot Radius Sphere)\nDuration: 1 Hour Or Until Dispelled\nComponents: V, S, M\nMaterial cost: A blue sapphire, a green emerald, and a red ruby worth at least 500gp each\nDescription: You create a magical sphere of force energy around you that moves with you. No creature, object, spell, gaze, or breath weapon may enter or leave the sphere unless the caster decides otherwise. The sphere is immune to the damage from all nonmagical attacks and resistant to the damage of all magical attacks, spells, gazes, and breath weapons. If a spell or breath weapon hits the sphere, it splashes against it causing a flash of pale blue light where it struck the sphere but will continue to do its normal effects to everything outside it. Projectile weapons and melee attacks bounce off of the sphere causing a flash of pale blue light where it struck. The sphere has hitpoints equal to the caster's hitpoints and can regain 1d12 + the caster's level each round if the caster concentrates on it.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range of the sphere increases by 5 feet, the duration increases by 1 hour, and the damage the sphere can recover increases by 1d12 damage every round for each level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spike Grenade\nLevel: 2\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60Ft (15-Foot Cone)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast\nDescription: You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity save or take 3d8 damage. On a successful save the creature takes half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell 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 Stones\nLevel: 4\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 120Ft\nDuration: 4 Hours\nComponents: V, S, M\nMaterial cost: a piece of sharpened stone\nDescription: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.\nSpike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell\u2019s 20ft square area moves at half speed.\nIn addition, each creature moving through the area takes 1d8 piercing damage for each 5 feet of movement through the spiked area.\nAny creature that takes damage from this spell must also succeed on a Dexterity saving throw against to your spell DC to avoid injuries to their feet and legs. A failed save causes the creature\u2019s speed half their normal speed for 24 hours or until the injured creature receives magical healing. Alternatively, characters can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Wisdom (Medicine) skill check against your spell DC.\nSpike stones is a magical trap that has to be perceived by a Wisdom (Perception) skill check against your spell DC to notice it.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the duration by 1 hour per spell slot above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spin Attack\nLevel: 1\nSchool: Evocation\nClasses: Ranger, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: You brandish the weapon used in the spell's casting and whirl around in circles, striking foes all around. Make a melee weapon attack, affecting all creatures within range. On a hit, a creature suffers the weapon's normal effects, and takes an additional 1d6 damage of the weapon's damage type.\nYou may cast this spell as if it had a casting time of 2 actions. In doing so, you may increase its range to 10 feet or increase its damage by 1d6, as decided when you make the attack roll.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon attack inflicts an extra 1d6 force damage for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spiraling Overgrowth\nLevel: 4\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a dulled sickle, and an ivy seed\nDescription: As you brandish the sickle and throw the seed to a spot within range, a 20 foot radius bush explodes into being. Creatures inside the range must make a Dexterity saving throw, or take 3d6 piercing damage, and be forced out of the bush. It has an AC of 12 and 60 hitpoints, it and the vines it creates vanishing when it dies.\nAs a bonus action while the bush still lives, you may create up to 5 5-foot squares of vines and plants, which must either be connected to the bush or other squares made in this way. These areas count as difficult terrain, and when someone enters or ends their turn in the area, they must make a Dexterity save or take 2d4 piercing damage.\nThe bush and it's vines persist after the spell ends, so long as the bush doesn't die.\nAt Higher Levels. When cast at 5th level or higher, the AC of the bush increases by 1, it's hitpoints increase by 5, and the amount of squares you can create at a time increases by 1 for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spirit Bird\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: 2 Hours\nComponents: V, S, M\nMaterial cost: a bird's feather worth at least 500gp\nDescription: In order to cast this spell, you must spread your arms open while clutching the feather in one of your hands. Once done so, the feather leaves your hand, instantly transforming into the \"Spirit Bird\", a giant eagle with golden feathers and a mystifying, almost holy appearance. Once it has appeared, the Spirit Bird imbues you with its power, allowing you to immediately gain 30 temporary Hit Points. Until the duration, weapons you use deal an extra 5d12 slashing damage, gain the Light and Reach properties, and have an extra range of 20 feet. Two-Handed weapons you use lose the Heavy property and gain the Versatile property. Finally, you gain 300 feet of walking speed. The slashing damage from this spell is unaffected by a creature's damage immunities. After the spell's duration ends, you enter the 4th level of exhaustion and become incapacitated until combat ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spirit Excalibur\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You cause energy to circle around your arm in the form of a massive energy blade. The blade is similar in size and shape to a longsword, 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.\nYou can use your action to make a melee spell attack against a creature within range. The blade can extend itself in length to hit enemies up to 30 feet, dealing 2d6 slashing damage on a hit.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spirit Maelstrom\nLevel: 9\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 200 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You call forth a large mass of malevolent spirits, invoking their fury to create a vast maelstrom that destroys all in it's wake. A swirling maelstrom of spirits appears in a a 40-foot radius centered on a point you can see within range. Any creature that starts it's turn within the maelstrom's area must make a Wisdom saving throw. On a failed save a creature takes 15d8 necrotic damage and 15d8 force damage. On a successful save they take half as much damage. Until the spell ends you can use your bonus action to move the maelstrom up to 30 feet in any direction on the ground. Any creature the maelstrom passes through must make the saving throw against the maelstrom's damage.\nAny creature that is outside the maelstrom's area but is within 40 feet of it must make a Wisdom saving throw. On a failed save they become frightened of the maelstrom. A creature that cannot see automatically passes their saving throw. While frightened of the maelstrom, a creature must take the Dash action and move away from the maelstrom by the safest available route on each of its turns, unless there is nowhere to move. Regardless if they succeed or fail creatures can't move closer to the maelstrom"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spiritual Arsenal\nLevel: 3\nSchool: Transmutation\nClasses: Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, M\nMaterial cost: a small patch or bar of metal\nDescription: You present the small piece of metal that folds into the shape of your deity's holy symbol as you finish speaking the holy powered words. For the duration of the spell, you have the following benefits.\nWargod Armament: If your weapon & shield (or armor if you have no shield) are not magical, they become +1 items (no effect for any item that is already naturally magical). Your weapon now deals your choice of a bonus 1d10 of radiant or force damage.\nBlessed Armament: You may choose to activate this function of the spell with a bonus action. You have a number of uses of this power, during the spell duration, equal to your proficiency modifier. This ability allows the user to melee attack an ally and heal them by an amount equal to the damage they would have dealt. (During the spell duration, the Wargod and Blessed Armament effects have an either or relationship.)\n\nAt Higher Levels.\nWhen you cast this spell using a spell slot of 4th or 5th level, the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +2 & 2d10 for the first attack each turn.\nAt 6th or 7th level The effects of Wargod & Blessed Armament can both be used upon casting the spell. the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +3 & 3d10 for the first attack each turn. Blessed Armament can be used a number of times equal to your proficiency modifier + 2.\nAt 8th level, the effects of Wargod and Blessed Armament are no longer separate functions. the weapon & armor magic bonuses remain +3, but now can be +3 to a weapon, +3 to a shield, and +3 to armor. If this bonus is greater than what your items already have, then this replaces those bonuses for the duration & the radiant or force damage from Wargod Armament increases by 1d10 to 4d10 for all melee attacks. Blessed Armament can be used a number of times equal to the level of the spellslot spent to cast it + 1"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spiritual Transcendence\nLevel: 6\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Warlock\nCasting time: 1 Hour\nRange: Self\nDuration: Up To 8 Hour\nComponents: V\nDescription: Due to your experiences and difficulties that you have lived, you have managed to obtain a small transcendence in magic which has granted you benefits and abilities. Which are:\n-You are resistant to poison damage and necrotic damage.\n-Spectral wings appear on your back, giving you a flight speed of 40 feet.\n-Your skin takes on a rough appearance, you gain a +3 bonus to AC.\n-All of your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for attack and damage rolls.\n-You are immune to the poisoned, frightened, and charmed condition.\n-You manage to summon 8 spectral hands that can be used as a magic hand.\n-Your spectral hands have a range of 40 feet.\n-Your spectral hands within the range of 40 feet, as a bonus action you can subdue your opponents with a grapple and they must make a strength saving throw with disadvantage, if you fail you will be subdued for 2 rounds.\n-Within 30 feet your allies have advantage on saving throws.\n-You gain an aura of magical protection around you and allies within 40 feet, while in this aura you have save advantage against magic and magical effects, and you have resistance against damage from magical sources"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spiteful Gaze\nLevel: 0\nSchool: Divination\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Round\nComponents: S\nDescription: Peering only a short period into the future, you prepare for a coming attack, and become covered in a transparent veil as your eyes turn a deep black. Upon the future attack coming to fruition, and you take damage from an enemy that you can see before your next turn, make a spell attack roll against the attacker. On a hit, a blast of force slams into the assailant dealing 2d10 force damage. Should you deal more damage to the assailant than they did to you, they must make a Wisdom saving throw against the difference in damage dealt. On a failure, they become frightened.\nAt Higher Levels. This spell's damage increases by 1d10 at 5th level (3d10), 11th level (4d10), and 17th level (5d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Split\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: S, M\nDescription: Until the start of your next turn, your body and all of its equipment splits apart into a cloud of floating, sentient, and gooey particles of slightly less collective mass than your normal body. The cloud moves as one creature, but creatures and mundane objects pass right through these particles without effect. While in this form, you have the following features and restrictions:\nYou cannot perform any actions, bonus actions, or reactions.\nYou have a flying speed equal to your base walking speed, and while using this speed your movement does not provoke opportunity attacks.\nYou can move through any space as small as 1 inch wide without squeezing. You can move through the space of any creature does not completely fill its space, and other creatures can similarly move through your space.\nYou have resistance to bludgeoning, piercing, and slashing damage.\nYou are considered an ooze instead of a humanoid, or whatever your type would normally be.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 minute. You can use your action to Dash or Dodge, but otherwise your actions in this form have the same restrictions"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Split Causality\nLevel: 4\nSchool: Illusion\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind.\nAll creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it can break the spell by taking 5d8 psychic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Splitbolt\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Two bolts of arcane energy appear at your finger tips and strike a creature in range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 force damage. If the creature is behind cover, the bolts ignores cover as long as there is a direct path to the creature within range.\nAt Higher Levels. Both bolts' 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: Splitting Chords\nLevel: 0\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a musical instrument worth at least 1cp, or a trained singing voice\nDescription: You magically imbue a portion of the soundwaves coming from your music, causing damage to an enemy. Select a creature within range that can hear you. That creature must succeed on a Constitution saving throw, or take 2d4 thunder damage and become deafened until the end of your next turn. Creatures that have a special trait that strengthens their hearing, such as keen senses, make this save with disadvantage. The music created while casting this spell is loud enough to be heard from 100 feet away.\nThis spell's damage increases by 2d4 when you reach 5th (4d4), 11th (6d4), and 17th level (8d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Splitting Orb\nLevel: 4\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a sphere of vile, life-sapping energy and hurl it at a creature or object in range. Make a spell attack against the target. On a hit, the target takes 4d6 force damage.\nRegardless whether you hit or miss, the orb splits apart into smaller segments which fly at creatures within a 60 foot radius of the intended target. Each creature in this radius, including the target if it is a creature, must succeed on a Dexterity saving throw or take 4d6 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each spell slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spore\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: S, M\nMaterial cost: a mushroom cap\nDescription: You fling a magical fungal spore at a creature or object you can see within range. Make a ranged spell attack against the target; a willing creature can choose to let this attack hit it automatically. On a hit, the spore is stuck to the target for the duration or until someone takes an action to scrape it off, ending the spell. The target is unaware of the spore, but feels an itching sensation originating from it and can find it with a successful Intelligence (Investigation) check made against your spell save DC. When the spell ends, the spore begins to grow more mushrooms of the same type as the mushroom cap you used as a material component. If you did not provide a material component, it simply grows small, edible, brown mushrooms.\nWhile the spore is stuck to the target, you always know the direction to the target's location. Additionally, when you cast this spell, you can choose one of the following additional effects, which lasts for the duration.\nClean. The spore completely rids the target of all dirt, dust, and debris and makes it appear sparkling clean.\nExplode. As a bonus action, you cause the spore to explode with fungal rot. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 necrotic damage.\nMessage. When you choose this effect, you speak a short phrase, shout a warning, sing a tune, or otherwise verbally communicate a message that does not exceed 10 seconds. You can cause the spore to repeat this sound at any time (no action required).\nWeaken. The spore saps the strength of the target. Whenever the target makes a Strength-based attack roll, Strength check, or Strength saving throw, it must roll a d4 and subtract it from the result.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spurt of Weirdness\nLevel: 0\nSchool: Illusion\nClasses: Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to trick a creature's mind into believing it has been touched. The target must either understand you are the source of the illusion or succeed on an intelligence saving throw, otherwise it believes the illusory touch was real. If the sensation would make sense in conjunction with a visual or audio illusion they have touched or heard, the creature does not reveal that the illusion is not real"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stalagmite\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A spike of stone and earth rises up from below to strike a point in range that you can see, before vanishing. Any grounded creature on that point or up to 30 feet directly underneath it must succeed on a Dexterity saving throw or take 1d8 piercing damage. Any creature burrowing underground when it makes this save does so with disadvantage.\nThis 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: Stalwart Overflow\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Targetting one creature that has temporary hit points granted by yourself, you cause their the temporary hit points to overflow from the target, granting a number of temporary hit points to all non-hostile creatures within 30 feet of your target, equal to the number of temporary hit points the target creature currently has, for the same remaining duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Star Blazing\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A giant rainbow-colored star-shaped projectile fires down from the sky upon your word. Target 1 creature of your choice within range. That target must succeed on a Dexterity saving throw. On a failed save they take 30d6 radiant damage, or half as much on a successful one. Upon the star's initial impact, it splits into many smaller white stars. Every creature in a 30-foot radius sphere except for the creature targeted by the spell must also make a Dexterity saving throw. A creature takes 7d8 radiant damage, or half as much on a successful one. This spell is known to be invented by a young boss monster who ascended to unimaginable power."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Star Fire\nLevel: 8\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 300Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 1 Comet Fragment\nDescription: Invoke a supernova that crushes nearby opponents with unrelenting Force\nUpon casting this spell, a 60-ft radius sphere of intense flame forms at a point within range. All creatures inside the sphere must make a Dexterity saving throw. On a failed save, a creature takes 8d6 Fire damage and is restrained by extreme gravity; however, they take only half damage and get pushed outside the sphere on a successful save.. Beginning on the next round, the sphere implodes, causing an overwhelming magical explosion. Creatures that failed the initial Dexterity saving throw take 20d6 Force damage with no saving throw, while creatures that passed the initial save - in addition to creatures within 60ft of the sphere's edge - must make an additional Dexterity saving throw, taking 16d6 Force damage on a failed save, and half as much on a succesful one.\nAt Higher Levels.: When cast at 9th level, the sphere's radius increases by 20ft, the secondary blast increases by 20ft, and the damage dealt by the secondary blast increases by 10d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stardown\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Sorcerer\nCasting time: 1 Action\nRange: Special (Cannot Be Cast Indoors. If Cast, It Can Be Cast Straight Up From The Caster Or At An Angle, Causing The Effect Exactly 1 Mile Away, With A Radius That Just Reaches The Caster.)\nDuration: Special\nComponents: V, S\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, if it is cast at 10th level it can bypass other class specific requirements, and is both Evocation and Abjuration magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n\nNote: Casters of each class have different requirements for casting this spell. Paladins can only cast this spell if they have all of their spellslots, have a spell scroll of the spell, and cast it as a ritual spell with a minute casting time. If they succeed in this, they spend all of their spellslots to cast the spell at 5th level. Clerics can cast this spell normally, but can cast it for free as one way to use Divine Intervention, depending on their deity's disposition. Druids can cast this spell normally but cannot cast other spells for a minute, and Sorcerers can cast this spell normally but only after using a Wish to allow themselves to do so. They need only cast Wish once to unlock the ability to cast this spell forever, but they need to know the spell already, wishing for knowledge of the spell is separate, though unnecessary if they can find this knowledge on their own.\nStardown is a spell that sends a blast of light and fire into the sky with such ferocity that it instantly carves a mile large hole in any cloud line. Any storm, natural or otherwise, of any size, is forced apart by this spell, and cannot reform for 24 hours. Besides the mile large hole, it can take the spell longer to part the clouds, at a rate of 1 mile an hour. No magic of a creature or deity of the same basic alignment as the caster (Ignoring Chaotic, Neutral and Lawful) can be dispelled if it is under the mile area the spell affects, except by the caster of that spell or the caster of this spell. The caster's magic of any kind cannot be dispelled in the radius of the spell, except by the caster.\nFor all the following effects, creatures that are the same basic alignment as the caster or are considered the caster's allies are unaffected by effects that destroy them or end their Lycanthropy, unless stated by the caster that they will be affected before casting the spell.\nAdditionally, if cast during the day, all Undead that can be turned are instantly turned, destroying them in the process, assuming they touch the light. Vampires can be turned by this effect. Any Lycanthropes hit by this light are instantly cured of their Lycanthropy. Any disease or curse not made by the caster is cured or ended immediately under the light of the spell, and all allies of the caster cannot be afflicted by any disease or curse while under the spell's light. If cast during the night, all shapechangers glow a silvery color of dim light to a 5 foot radius even when not in the moonlight. They become immune to spells that affect shapechangers, can't be cured of their Lycanthropy while under the spell's light and gain a +3 bonus to their AC and saving throws until the spell ends. The Verbal components of the spell, in addition to normal spell wording, include the caster yelling the spell's name as it's cast at peak volume. The spell fails if this does not occur, meaning it cannot be cast covertly.\nFinally, if cast during the day, the sun shines through the opening. If cast at night, the moon shines through the opening. This occurs regardless of their positions (Or in the moon's case, its phase) prior to the spell's use, though it does not affect the actual positions of either celestial bodies (Though it can appear to).\n(DM Note: The spell can be treated as two spells, one for the day, and the other for the night. If so, the day version would be called by a different name, such as Daybreak."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Starfall\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 500 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pinch of stardust, consumed by this spell\nDescription: Choose a point you can see within range to become the origin point of the spell. The area within a 500-foot radius of that point becomes magical dim light, lit only by momentary motes that flit through the space. Each creature that starts its turn in the area or enters the area for the first time during a turn must succeed on a Dexterity saving throw or take 2d6 radiant damage.\nWhile you remain concentrating on this spell and are inside the spell's area, you are invisible and immune to radiant damage. As an action while concentrating on this spell, you can choose to move the origin point of the spell up to 60 feet and/or choose to call down the star. Calling down the star creates a 60-foot radius cylinder as tall as the spell's area centered on the origin where the motes are particularly intense, causing creatures to instead take 6d6 radiant damage. At the end of your turn after 1d4+1 rounds, the star impacts the origin point.\nAll creatures and objects in the cylinder when the star impacts take 10d10 + 100 radiant damage and 10d10 + 100 fire damage. All creatures that didn't automatically take the damage within 150 feet of the impact point must make a Dexterity saving throw, taking 5d10 + 50 radiant damage and 5d10 + 50 fire damage on a failure, or half as much on a success. The impact renders the ground of the area within 150 feet difficult terrain, each 5-foot section of which takes 10 minutes to clear by hand, and sets flammable objects that aren't being worn or carried on fire.\nThis spell can't be targeted by dispel magic. After the star impacts, the spell ends. The lighting returns to normal at the end of the next round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Starlight Bolt\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A bolt of brilliant light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Starry Revelations\nLevel: 4\nSchool: Illusion\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: Self (40 Ft. Radius)\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a piece of polished onyx or obsidian\nDescription: You surround yourself in a stargazing umbrella of shadowy twilight.\nThis spell creates a large, umbral shield that's spread roughly 40 feet in radius, centered above the caster and allowing the stars to be seen regardless of whether it is daytime or night; this still works if the caster is underground or indoors. For the purposes of spells or any special abilities that require it, the caster is under a clear, night sky. This effect follows the caster for the duration. The caster can dismiss this effect at any time.\nFor the duration of this spell, the caster is granted darkvision up to the radius of the shield(if they did not possess it already). Additionally, lighting is changed to dim light. The new light condition cannot be altered with magic: all darkness and light spells of a level lower than the level used to cast this spell fail to function. Likewise, natural sources of light are decreased to produce only dim light conditions.\nLastly, all creatures within range of this spell, including you, become resistant to radiant damage until the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Starvation\nLevel: 9\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an undead creature bone fragment\nDescription: You call upon the darkest necrotic energies to rob a creature or object of its vitality. You select a target within range, and upon completion of the cast, the creature or object rapidly begins to wither away.\nThe target must make a Constitution saving throw. On a failed save, it takes 20d12 necrotic damage. In addition, it cannot regain hit points in any way until targeted by a greater restoration spell or similar magic. This state of deprivation continues until the creature is properly healed or until 24 hours have passed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stasis\nLevel: 3\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Projectile Moves Within 15 Feet Of You Or When You\u2019Re Targeted By A Melee Attack\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to put an attacking creature or projectile near you into stasis.\nCreature. If you target a creature, that creature must succeed on a Wisdom saving throw. On a failed save the creature's attack misses and its turn immediately ends as it enters stasis. A creature in stasis is stunned, immune to all damage, and cannot be affected by other spells until the start of its next turn. The creature appears bound by chains that seemingly disappear after the it is freed from its stasis. When the stasis ends, the creature uses its action to make an attack against the space that you were in when you cast the spell, regardless of whether you are there or not.\nProjectile. If you target a projectile, make an ability check using your spellcasting ability. The DC equals 10 for non-spell attacks, and 10 + the spell\u2019s level for spell attacks. On a success, the projectile enter stasis until the start of the turn it was launched in. A projectile in stasis cannot be moved and is immune to all damage. The projectile appears bound by chains that seemingly disappear after the it\u2019s bound. When the stasis ends, the projectile continues onward, potentially missing targets that moved out its path"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stasis Mine\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action To Arm, 1 Bonus Action To Activate\nRange: 10 Ft. (10 Ft. Sphere)\nDuration: Up To 24 Hours, 1 Round Of Stasis\nComponents: V, S\nDescription: You arm a 10 ft. diameter sphere of space in range with a stasis mine. When you detonate the bomb using a bonus action, it causes 2d6 psychic damage and stops the target(s) in time, disallowing them from moving or being moved for 1 round. Velocity from before the target was put in stasis is applied while in stasis, and damage, velocity, force, etc. is applied all at once when the stasis is dispelled.\nIf the stasis mine is not detonated 24 hours after being armed, it automatically activates. The stasis mine can not be disarmed except by a successful dispel magic cast with a DC equal to the caster's spellcasting DC.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the time mine deals 2d6 more damage per level over 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Static Armor\nLevel: 0\nSchool: Abjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a metal scrap or tiny metallic object\nDescription: You touch a willing creature, and an electrical aura surrounds the target until the spell ends. When the creature is attacked by a melee weapon, the attacking creature must make a Constitution saving throw or take 1d8 lightning damage.\nThe spell ends if the target changes its current armor (if armored), dons armor (if unarmored), or if you dismiss the spell as an action.\nAt Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Static Shackles\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a piece of amber or jet worth at least 100 gp\nDescription: When you cast this spell, choose two creatures you can see within range that are within 30 feet of eachother (You can target yourself as one of the creatures). Both creatures must succeed on a Strength saving throw or become lassoed together with arcs of magical electricity. A willing creature can choose to fail this saving throw. While lassoed together in this way, the two creatures cannot move or be made to move more than 30 feet away from eachother. As a bonus action on your turn, you can cause the connection between the two creatures to surge with electricity, dealing 4d8 lightning damage to one or both of the creatures. Any creatures or objects caught in a 2.5-foot-wide line that spans between the two creatures must make a Dexterity saving throw to avoid taking this damage. For every 5 feet closer the lassoed creatures are together from the initial maximum length of the spell, an additional 1d8 lightning damage is applied to the effect.\nIf the creatures move closer together, you can use your reaction to shorten the tether, reducing its maximum length.\nA lassoed creature can use its action to attempt a Strength check against your spellcasting DC. If both lassoed creatures do so and succeed within one round of eachother, they break free and the spell ends.\nIf a creature lassoed by this spell teleports to a space outside of the tethered range, it immediately takes the maximum value for the lightning damage and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial distance between the tethered creatures increases by 5 feet for each spell slot above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Static Shock Strike\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Artificer, Druid, Warlock, Wizard\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 then becomes surrounded by sparks of electricity which chains itself towards the weapon used for this attack that lasts until the start of your next turn. If the target does not willingly move at least 5 feet from the caster before the start of your next turn, the target takes 1d8 lightning damage, and the spell ends.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Static Shot\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: S, M\nMaterial cost: A thrown weapon or piece of ammunition\nDescription: As a part of casting this spell, make a ranged weapon attack. On a hit, the target takes an additional 1d4 lightning damage. Additionally, you may choose another target within 10 feet of the first; a spark leaps toward that target, dealing the same amount of lightning damage.\nAt Higher Levels. The additional damage of this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Additionally, the amount of sparks increases when you reach 5th level (two sparks), 11th level (three sparks) and 17th level (four sparks)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Static Strike\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\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 you can cause an arc of lightning to leap from the target to a different creature of your choice that you can see within 10 feet of it, dealing 1d4 lightning damage to the second creature.\nAt 5th level, the melee attack deals an extra 1d4 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 2d4. Both damage rolls increase by 1d4 at 11th level (2d4 and 3d4) and 17th level (3d4 and 4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steal\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You attempt to rob a creature you can see within range of one of its possessions. The target must make a Wisdom saving throw. On a failed save, you steal one nonmagical item that the creature is wearing or carrying that isn't armor. This could be a weapon in their hand, a pouch of coins, or even bits of clothing. The stolen item then appears in your hand."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steal Spell\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which Is Taken When A Creature You Can See Casts A Spell\nRange: 45 Feet\nDuration: Instantaneous, Up To 12 Hours\nComponents: V, S\nDescription: You attempt to steal the magic of a spell from a creature as it is releasing it. If the creature is casting a spell of 2nd level or lower, you automatically steal the spell. You can cast this spell normally without expending a spell slot once within the next 12 hours or until you take a long rest, whichever comes first, after which the stolen spell is lost.\nTo steal a 3rd level spell or higher, you must succeed on your spellcasting ability modifier saving throw with a DC of 10 + the spell's level. Upon success, you steal the spell.\nYou may only hold on to one newly stolen spell at a time. If you successfully steal another spell within 12 hours of the initial cast or before taking a long rest, that spell is replaced with the new spell you just stole. After 12 hours have passed or after taking a long rest, provided you have not cast the stolen spell during that time, you gain the spell to use as if you had learned it naturally, requiring the appropriate spell slots and/or components in order to be cast, and you may steal another spell again without overwriting the previous one.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may steal spells of a level one lower than the level of the spell slot spent without needing to make a saving throw"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steal Voice\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: With a silent motion of your hand, you seek to sunder the vocal chords of a creature in range that you can see. The target must succeed on a Intelligence saving throw or become unable to speak understandably for the duration. The creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component (V). At the end of each of its turns, the creature can repeat its Intelligence saving throw, ending the effect on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steel Body\nLevel: 9\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You transform yourself into living steel, increasing your weight by a factor of 10 and gaining the following benefits:\nYour armor class can't be less than 20, regardless of what kind of armor you're wearing.\nYou do not need to breathe.\nYou have immunity to fire, lightning, and poison damage, as well as resistance to nonmagical bludgeoning, piercing, and slashing damage that isn't from adamantine weaponry.\nYou become immune to the paralyzed, petrified, and poisoned conditions.\nYour unarmed strikes deal 1d12 bludgeoning damage, unless they already deal more damage.\nYou can add your spellcasting ability modifier to ability checks or saving throws using Strength or Constitution, as well as to attack rolls using Strength. When you hit with an attack using Strength, you deal 2d12 additional force damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steelcurse\nLevel: 9\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Until Dispelled\nComponents: V, S\nDescription: May every blade be your bane.\nA creature that you can see within range must succeed on a Wisdom saving throw or be affected with a dire curse. The curse has the following effects:\nThe target is stripped of any immunity or resistance it possesses to bludgeoning, piercing, and slashing damage, nor can any spell or magical effect grant the creature immunity or resistance to bludgeoning, piercing, and slashing damage.\nThe target has vulnerability to bludgeoning, piercing, and slashing damage.\nAny magical healing the target receives is halved.\nThis spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steelskin\nLevel: 6\nSchool: Abjuration\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an ingot of high-quality steel that costs 50 gp; is made from bone ash and magnetite and tempered with blood; and is consumed by the spell\nDescription: You touch a willing creature and give its skin the ability to deflect glancing blows. Until the spell ends, the target has immunity to all damage unless it takes 15 or more damage from a single attack or effect, in which case it takes that damage as normal. Any damage that fails to meet or exceed this damage threshold is considered superficial and doesn't reduce the target's hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stellar Conflagration\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: Action\nRange: Self\nDuration: 10 Rounds,Concentration\nComponents: V, S\nDescription: You create 5 spheres of fire on your back,costing a action to cast them, which can be used in various ways,they stay behind your back until you decide how to use them, they can be used in 3 ways:\nYou can use it as a defensive spell where the spheres form a fire shield to defend physical attacks,reducing half the damage and with the attacker taking 1d8 fire damage for each defended attack, costing a reaction\nYou can attack using each of them individually with a range of 30 feet,A beam of fire streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, costing a bonus action to launch an attack with one of them\nYou can merge the 5 into a concentrated sphere, with 2 means of attacking: launch a 30-foot cone or a 100-foot continuous line that burns everything in its path, all the creatures must make a dexterity saving throw. On a failed save, a creature takes 10d10 of fire, costing a action to launch this attack,when you use this attack the spell ends\n\nAt Higher Levels. The spell change color to red or blue(you choose),Red expands the range of the spheres and cone to 5 feet and with the line up to 10 feet by each level and with blue increasing the defense damage for 1d8 every 2 levels, each sphere deals an additional of 1d6 and with the concentrated sphere dealing an additional 1d10 every level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Step\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150Ft\nDuration: Instantaneous\nComponents: V\nDescription: You teleport yourself to an unoccupied space you can see within range. You can bring along objects as long as their weight doesn\u2019t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may take an additional creature for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Step Into Darkness\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Ranger, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V\nDescription: Upon casting this spell, for 1 minute you may step into any space which is either completely dark or dimly lit and use one foot of your movement to instantly appear at the nearest space of similar lighting within 20ft. Each teleportation is instant and invisible.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the distance maximum distance between darkness by 10ft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Step of Respite\nLevel: 2\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose one creature that you can see within range to regain hit points equal to 1d6 + your spellcasting modifier. The creature is then physically moved up to 10 feet in a direction you choose, and this movement does not provoke opportunity attacks. If the target is an unwilling creature, it can make a Wisdom save, and on a success is not moved by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance moved increases by 10 feet for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Step Up\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: By uttering a phrase laced with magic, you slightly hasten your own movement, or the movement of another creature within range. The target's speed increases by 5 feet until the end of its next turn. If you target yourself, the effect lasts until the end of your current turn.\nAt Higher Levels. This spell's speed increase becomes 10 feet when you reach 11th level, and 15 feet when you reach 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sticky Blood\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Reaction, When You Just Suffered Physical Damage\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: After you take physical damage you can use your reacton to transmutate spilled blood into a thick sticky substance. You gain hitpoints equal to 1d6 + your Constitution modifier (min. 1). If you took damage from a meelee weapon, it gets stuck in the wound. Opponent may use an Action to try pulling their weapon out dealing 1d4 hitpoints of damage on success, they must succeed a Strength check against your Spell DC. You can safely release the weapon from your wound as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the regained hitpoints increase by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sticky Fingers\nLevel: 3\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A zipper springs forth from the ground, undoing itself to reveal a space within. As an action, you cast this spell and touch a creature or surface. If you touch a surface, such as the wall of a building, you create a zipper that functions as entry to the other side of the surface when opened. When closed, the zipper disappears and the surface remains undamaged.\nIf you touch a creature, the creature must make a Constitution saving throw. On a failure, the zipper appears on the creature and they take 3d6 magic damage. On a success, the zipper fails to appear and the creature takes no damage. Zippers that appear on creatures can be hidden within or unzipped forcefully to deal an extra 1d6 magic damage. Unzipping the it forcefully destroys the zipper.\nWhen you attempt to hide inside the artificial space of the zipper, the creature attached to it makes an Intelligence (Investigation) check contesting your spell save DC. On a failure, you may hide as normal, but on a success the creature is aware of the zipper and its properties, removing you from it and destroying the zipper in the process.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage the zipper deals by 1d6 for both creating and forcefully unzipping the zipper."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sticky Spellbook\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: 5 Feet\nDuration: Until Dispelled\nComponents: S, M\nMaterial cost: ink mixed with blood and pearl powder, which the spell consumes; a dagger; and a spellbook worth at least 50 gp\nDescription: You create a decoy entry in a spellbook you own.\nWhen a creature other than yourself opens the spellbook, their fingers will stick to the page on which the decoy spell is written, and the ink on the page will work its way across the creature over the course of 1 minute. While this is happening, the creature must succeed on a Constitution saving throw at the beginning of each of its turns or take 1d4 force damage. This effect ends if the creature is targeted by an effect that removes a curse. You can drop the spell at any time, which erases the decoy entry and releases any creature stuck to your spellbook.\nFor the duration, unless the ink was unable to completely transition to the creature's skin, the ink puts out a message to all creatures detecting magic within 30 feet of it, reading that the creature is a thief. Magic that removes curses may end this effect on a creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Bolt\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small rock, which the spell consumes\nDescription: You fire a piece of stone at an enemy, much harder than normally possible. Make a ranged spell attack against a target within range, dealing 3d8 bludgeoning damage on a hit. The bolt deals double damage to objects and structures.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the increases by damage by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Drill\nLevel: 5\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a twisted bar of iron\nDescription: This spell allows you to bore through natural rock. You target a natural rock surface within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1 foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You can tunnel horizontally or vertically.\nThe removed material is crushed into fine gravel and ejected forcefully away: any creature within 10 feet of the targeted rock must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage.\nThe stone drill has no effect on soft materials like earth or sand, nor worked stone such as masonry walls.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of excavation increases by 1 foot per round per spell slot beyond the 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Shield\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Reaction\nRange: Self\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: Three small stones\nDescription: You summon a shield of stone if someone attacks you. This shield lasts 1 minute, then crumbles to dust. The shield act as any other shield, granting the user +2 to AC, you are considered proficient with it. This does not stack.\nIf the shield is removed from your hands it will crumble into dust"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Sleep\nLevel: 2\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a tuning fork and a smooth stone on which to strike it\nDescription: You force one creature made of stone to enter a dormant state. One creature in range, of the kind listed below, must succeed on a Wisdom saving throw, or be stunned for the duration. If the target takes damage, or is subjected to another harmful effect, the condition ends immediately.\nCreatures that can be affected by stone sleep include animated objects made of stone, such as earth elementals, gargoyles, clay golems and stone golems, xorn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target an additional creature for every two slot levels above the 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Sphere\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a stone marble\nDescription: You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is an object made of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points destroys it.\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, the sphere stops moving and the creature must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into an object it is automatically damaged, and if this destroys the object the sphere's movement is not halted.\nIf you do not move the sphere, it may naturally roll down an incline. It does so at a speed of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.\nAt 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: Stone Spike\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a stone carved in the shape of a spike\nDescription: You cause stone spikes to raise from the ground underneath up to three creatures of your choice on the ground within range. Each target must make a Dexterity saving throw, taking 1d10 piercing damage on a a failed save or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Tell\nLevel: 4\nSchool: Divination\nClasses: Druid\nCasting time: 1 Minute\nRange: Self\nDuration: 10 Minutes\nComponents: V, S\nDescription: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.\nYou can speak with natural or worked stone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Tent\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (5 Foot Cube)\nDuration: 8 Hours\nComponents: S\nDescription: You shape the ground beneath your feet to erect a dome, cube, pyramid, or other basic shape of hard rock to protect yourself. This rocky shelter counts as a structure with an AC of 15 and has 10 hit points, and covers a cubic volume, 5 feet on a side, centered on you. \nYou may use an action to dismiss the spell. When the spell ends or is dismissed, the rock forming the tent slides seamlessly and harmlessly around you into the ground from whence it came.\nThis shelter provides protection from the elements, shielding you from the effects of extreme heat and extreme cold. In addition, it grants you and any other creatures inside it total cover from attacks originating outside of it. If an attack or spell would target you, it targets the stone tent instead.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube volume protected by the tent increases to 10 feet on a side at 2nd level, 15 feet at 4th level, 20 feet at 6th level, 25 feet at 8th level, and 30 feet at 9th level. It also has 10 additional maximum hit points and 2 additional AC for every level above 1st.\nElemental Discipline. A monk following the Way of the Four Elements subclass may spend 1 ki point to cast this spell, provided that they know the Eternal Mountain Defense discipline."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stoneburst\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 50 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a mass of stone or earth you can see within range. You displace the chosen earth or stone in an area up to a 5-foot cube, the displaced fountain of churned earth or stone erupting in a direction of your choice, filling an adjacent 5-foot cube with rubble.\nAny object or creature in either area takes 4d6 bludgeoning damage, taking half damage on a successful Dexterity saving throw. Any creature in the first cube that fails its saving throw is also flung into the area of the second cube.\nAdditionally, the ground in both areas becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels. When you cast this spell using a spell slot of 4th or 6th level, the damage and area of both cubes is increased.\n\n\n\n\nSpell Level\nCube Area\nDamage\n\n\n2\n5ft\n4d6\n\n\n4\n10ft\n8d6\n\n\n6\n15ft\n12d6\n\n\n8\n20ft\n16d"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stonefists\nLevel: 0\nSchool: Transmutation\nClasses: Wizard, Druid\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: two small rocks, one held in each hand for the duration of the spell\nDescription: Your fists transmute to hard stone. You drop anything you were carrying. If you unclench either fist (for example to cast another spell with a somatic component, or to pick up or manipulate an item) your hands return to normal, but can be transmuted again as a bonus action.\nYou can use your action to make a single melee spell attack with your stonefists. On a hit, the target takes 1d6 bludgeoning damage + your spellcasting modifier.\nThis 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: Storm Front\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an acorn from a tree struck by lightning\nDescription: You fire a thin bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage and you can teleport to a space within 5 feet of the target.\nAt 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: Storm Grenade\nLevel: 3\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast\nDescription: You create a 10-foot-radius sphere of clouds centered 30 ft directly above a point within range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each target directly below the summoned cloud must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one as a bolt of lightning strikes the target.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm of Swords\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Cylinder)\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: At least 30 gp worth of titanium\nDescription: You summon a large number of spectral swords, creating around you a mighty storm that injures anyone who gets too close. The storm occupies a 30-foot diameter sphere with you at its center, and is considered difficult terrain. For the duration, any creature you choose that begins its turn inside the storm or enters the storm for the first time on that turn must make succeed on a Dexterity saving throw or take 4d10 slashing damage. You are immune to the effects of your own storm of swords."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm Rune\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You channel the primordial power of nature and a rune depicting a storm appears on your body. You gain the following benefits for the duration:\nYou ignore difficult terrain made from wind and rain.\nYour movement speed increases by 10 feet.\nThe first weapon attack you make each turn deals 2d6 additional lightning damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm Shield\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock\nCasting time: 1 Reaction, Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: A shield of lightning protects you from harm, and harms those who would harm you. This effect can either coat yourself or your shield with electricity, or simply be a disk of electrical energy that floats in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. In addition, if a target makes a melee attack against you they take 1d6 lightning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you deal an additional 1d6 when attacked for every spell level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm Skin\nLevel: 2\nSchool: Abjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration Up To 1 Minute.\nComponents: V, S\nDescription: You surround yourself in an invisible field of electricity shocking any would-be attackers.-->\nWhenever a creature hits you with a melee weapon the attacker takes 1d4 lightning damage. After 4 hits the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage die increases by 1d4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stormblast\nLevel: 9\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self (1500-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 500,000Gp and a Sapphire worth at least 500,000Gp\nDescription: You fall to your knees and black clouds start to gather and swirl above you, then your body starts to have little lightning bolts jumping across your skin, your eyes will have gone bright white, then as the clouds become a huge swirling mass of black (1500ft in diameter) above you, a huge pillar of lightning (15ft in diameter) strikes you with a torrent of energy then the lightning will arc out to all enemies within range they must succeed on a DC 30 constitution saving throw dealing 20d12 Lightning Damage on a failed save and half as much on a successful one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stormcraft (Cataegis Cantrip)\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Whispering to the spirits of the sky, you create one of the following effects within range:\nWeather orb: create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. \nRaindance: You control the water within a 5ft cube or smaller. You instantaneously cause the water or rain to change state - freeze/unfreeze/turn into mist (provided that there are no creatures in it), change course or flow differently, move it 5 ft, or form into simple shapes and animate at your direction. This change lasts for 1 hour and does not do damage to creatures. \nThunder: You create an instantaneous effect of ominous thunder rumbling within range. If in an open area, the thunder can be heard 300ft away.\nCharged: You can make your eyes glow with the force of lightning for 1 minute. This sheds dim light within 5ft in front of you. \nThunder voice: Your voice booms up to three times as loud as normal for 1 minute.\nBreeze: You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam unlocked shutters/windows/doors closed or open, or your clothing to ripple in a breeze. A light breeze is capable of pushing 5 cubic feet of air/mist/gas/smoke another 5ft in one round.\nYou can have a number of such effects active at the same time up to your spellcasting modifier.\nThis spell was designed by the spellcasters of Cataegis, the Tiefling City in the Sky. Think about how your character might have had access to this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stormstrike\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, 1 Minute\nComponents: V, S, M\nMaterial cost: a golden rod worth 15 GP and a tuning fork\nDescription: Make a melee spell attack against a single creature in range. On a successful hit, the target takes 3d6 lightning damage, and 3d6 thunder damage. At the beginning of each of the target's turns, they and every creature within 5 feet of them take an additional 2d6 lightning damage and 2d6 thunder damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher the initial damage of the spell increases by 1d6 lightning damage and 1d6 thunder damage. If cast using a spell slot of 7th level or higher, the area of effect for the spell increases to 15 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Strands of Life\nLevel: 5\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a thread of positive energy connecting three creatures of your choice that you can see within range, none of which can be more than 30 feet from the first creature.\nEach creature connected by the strand of energy heals 7d8 hit points + your spellcasting ability modifier.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional strand. When you use a spell slot of 8th level or higher, you create two additional strands"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Strangulate\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: An invisible hand of death grabs a creature\u2019s throat and begins strangling them. The target makes a Constitution saving throw. If it fails, the target is restrained and can\u2019t speak or breathe.\nOn each subsequent turn, you may use your action to continue the spell. If you do, the creature takes 1d8 necrotic damage and makes a Constitution saving throw. On a successful save, or if you don\u2019t use your action to continue the\nspell, the effect ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Strength of Shadows\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: The absence of light begins to enhance both you and your spells. While you are in dim light or darkness, you gain the following benefits:\nYou gain +1 AC.\nYour movement speed increases by 10 feet.\nYou gain a +5 bonus to Dexterity (Stealth) checks.\nWhen you deal damage you may deal an extra 1d6 necrotic damage.\nWhile in darkness, the effects of each benefit are doubled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stumbling Fool\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose one target within range. They must make a Charisma saving throw, or become a stumbling fool for the duration of the spell. If this stumbling fool rolls a 10 or less on a d20, one of the following happens(your choice).\nThey fall prone.\nThey take psychic damage equal to your spellcasting modifier.\nThey lose either their movement or bonus action this round.\nIf they fail the save, on their next turn, they can reattempt it, ending the effect on them on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature in range, so long as they are within 30 feet of another target"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stun Monster\nLevel: 5\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small, straight piece of glass\nDescription: A creature you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stun Person\nLevel: 2\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small, straight piece of glass\nDescription: A humanoid that you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids 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: Stupify\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You rob a creature of rational thought. A creature you can see within range must make on a Wisdom saving throw. On a failure, the target suffers disadvantage on all Intelligence and Wisdom checks for the duration. A creature that successfully saves cannot be affected again by the same caster\u2019s stupify for 24 hours. Regardless of the saving throw's result, the creature gains no inherent knowledge that they were targeted by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Substitution\nLevel: 8\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 10 Years\nComponents: V, S, M\nMaterial cost: A Piece of artwork that resembles the spells target, and is worth at least 1,000 gp. Sacrificing the life of a Good Aligned Creature\nDescription: A way to cheat death, at the cost of your very soul.\nAs the spell is cast, the target must choose how many HD he wishes to Sacrifice to the spell. Every chosen HD is locked, and cannot be spent on healing. The power of this spell increases with every HD spent, as shown below.\nThe spell slot used cannot be regained for 1x 'Number of Sacrificed HD' Tendays.\nAfter the spell has been cast and the sacrifice made, the caster and target must both make a Charisma Saving Throw or have their alignment changed to Evil, if they weren't already.\nThe spell creates a link between the target and the piece of artwork that the spell requires. This link only works if the two are on the same plane. If either move to a different plane, then the effects of this spell are suppressed until they return. If they are on two different planes for more than 10 days the spell ends.\n1 HD, The target cannot age, or die from natural causes.\n2 HD, The target does not suffer from illness, addiction, or disease and does not scar from injuries.\n3 HD, The target does not suffer extra damage from Critical hits against it.\n4 HD, The target is constantly under the affect of Regenerate and restores all limbs that may have been lost prior to the spell's casting.\n5 HD, The target is also Resistant to Bludgeoning, Piercing, and Slashing Damage from non-magic non-silvered weapons, and Immune from Necrotic Damage.\nFor the Duration of the spell the Art Object will alter in appearance in accordance to how the target is damaged. (i.e. will receive scars where the target is damaged, will decay as the target was supposed to age, will lose limbs that would have been lost by the target etc.)\n\nIf the Art Object is ever destroyed the spell ends, all physical deformities, aging, diseases, illnesses and addictions that were suppressed by the spell immediately come into effect, and the target suffers 'Number of Sacrificed HD' x 10 Necrotic Damage.\nOn the anniversary of the spells casting the target must make a DC 15 + years cast Charisma Saving Throw. On a failure the Target's Alignment is shifted to Evil, if not already.\nAfter 10 years the spell must be recast, and another Sacrifice made"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Succor\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: As you cast this spell, up to six willing creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier, and then each of those creatures gain temporary hit points equal to the amount of hit points healed.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the dice size rolled for the healing for each slot level above 1st. (1d6 at 4th level, 1d8 at 5th level, 1d10 at 6th level and so on.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Suffocate\nLevel: 6\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a mote of earth from the Plane of Air\nDescription: You lift the mote and the air swirls out of it as it teleports the air from a creature's lungs into the Plane of Air and forces them empty. The target must make a Constitution save or begin coughing and hacking forcing it to the ground for the duration. The creature is considered incapacitated for the duration and takes 4d4 necrotic damage at the end of each of its turns. The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Suffocation\nLevel: 5\nSchool: Abjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You start to suck out the air in the mouths, blowholes or other airways of a creature you can see within range. While the creature remains within range for the duration, that creature cannot breathe and must hold its breath or begin suffocating. A creature can hold its' breath for its' Constitution modifier turns before beginning to suffocate. If a creature takes damage while holding its breath it must make a Constitution saving throw or be forced to release its held breath and immediately begin suffocating."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Anthill\nLevel: 3\nSchool: Conjuration\nClasses: Wizard, Sorcerer, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: an antenna\nDescription: Choose an unoccupied space of dirt, soil, or sand within range. With a rumble underfoot, an anthill appears in the chosen space, followed by a swarm of ants.[1] The summoned ants are friendly to you and your companions, and they take their turn(s) immediately after yours. You can issue commands to them telepathically during the spell's duration, which they follow. If you don\u2019t issue any commands to them, they take no actions, even to defend themselves. When the spell ends, any remaining ants return home.\nFor the duration of the spell, you can use a bonus action to cause a new swarm of ants to appear from the anthill's space if there are no other swarms remaining.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm of ants during the initial casting for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Astral Beast\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: As you close your eyes and reach one hand out in front of you, you speak the astral words for beast, and astral. Blue astral energy sparks from your hands and the surrounding area as a small dog-like form materializes in an empty space within range. The astral beast has the statistics of a blink dog with 20 hit points.\nThe astral beast remains with you until its hit points reach 0 or you choose to release it as a bonus action. When you release it or it dies, it releases a flash of harmless astral energy and vanishes. You can only have 1 active blink dog at a time, casting this spell again makes the previous blink dog dissapear. The spell slot used for this spell is considered \"locked\" as long as the respective astral beast is at your service. When you take a rest, the spell slot is not restored as long as the respective astral beast is still at your service. Each astral beast still needs to eat, drink, breathe, and sleep.\nWhile your your astral beast is within 100 feet of you, you can communicate with it telepathically (no action required by you), and do the following:\nAs an action, you can look through its eyes and gain any other special senses the beast has. During this time, you are deaf and blind with regard to your own senses. It takes another action to end this effect.\nOn each of your turns, you can use a Bonus Action to mentally Command any astral beast you made with this spell if the creature is within 100 feet of you.\nYou can also cast spells through one of the astral beasts you control as if it had cast it. It must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Bee\nLevel: 0\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Ft\nDuration: 1 Minute\nComponents: V, S\nDescription: At a location you can see, you summon a bee. The bee is under your control and will obey your mental actions, with or without concentration, but you cannot see what it sees. You can only have 1 bee under your control at once. The maximum number of bees you can control increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Cell\nLevel: 0\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Round\nComponents: V, S, M\nMaterial cost: a tiny cage worth at least 1 gp\nDescription: With a dramatic flourish, you summon spectral bars from below a creature to attempt to immobilize it. That creature must make a Dexterity saving throw: On a failed save, it becomes restrained until the end of its next turn, or until you drop concentration.\nThis spell has no effect on creatures of Large size or larger.\nAt Higher Levels. You can ensnare bigger creatures with this spell as you increase in level. The maximum size category you can affect with this spell increases when you reach 5th level (Large), 9th level (Huge), 15th level (Gargantuan), and 20th level (no size limit)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Corpse\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: foul rare incense worth at least 1 gp\nDescription: You summon your choice of the corpse or skeleton of a Medium humanoid at an unoccupied space you can see within range. This corpse or skeleton will always be a valid target for spells such as animate dead, resurrection, or other spells capable of resurrecting or reanimating a creature that's been dead for no more than a century.\nThe DM chooses how long the corpse has been dead for, if the corpse arrives with any clothing, equipment, or other possessions, if the corpse is any dead person of importance, and/or if the corpse is any dead person that you know or have heard of.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it summons two additional corpses or skeletons (your choice of combination) for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Dog\nLevel: 1\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a handful of dog hair\nDescription: You gain the service of a dog. Appearing in an unoccupied space within range, the dog has the statistics of the mastiff.\nYour dog disappears when it drops to 0 hit points or when the spell ends. The summoned dog is friendly to you and your companions. Roll initiative for the dog, which has its own turns. It will obey any verbal commands that you issue to it (no action required by you). If you don\u2019t issue any commands to the dog, it will defend itself from hostile creatures, but otherwise take no actions.\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, more dogs appear: two mastiffs with a 2nd-level slot, four mastiffs with a 3rd-level slot, eight mastiffs with a 4th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Exotic Humanoid\nLevel: 6\nSchool: Conjuration\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a platinum plated war horn, worth at least 600 gp\nDescription: You call forth the spirit of a great champion. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Champion Spirit stat block. When you cast the spell, choose a race: Aarakocra, Aasimar, Goliath, or Triton. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nChampion Spirit[edit]\n\n\n\nMedium humanoid, \n\n\nArmor Class 13 + the level of the spell (natural armor) \nHit Points 60 + 15 for each spell level above 6th \nSpeed 30ft, fly 50ft (Aarakocra Only), swim 30ft (Triton Only)\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n18 (+4)\n\n12 (+1)\n\n18 (+4)\n\n12 (+1)\n\n14 (+2)\n\n18 (+4)\n\n\nDamage Resistances cold (Triton Only), radiant and necortic (Aasimar Only)\nSenses Darkvision 60ft, Passive Perception 12\n\nLanguages understands the languages you speak\n\n\nFlyby (Aarakocra Only). The spirit doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\nRage (1/Day) (Goliath Only). As a bonus action, the spirit can enter a Barbarian's Rage.\nRadiant Soul (Aasimar Only). The first time the spirit hits a creature with its radiant bow on its turn, it deals extra damage to the target equal to the spell's level.\nAmphibious (Triton Only). The spirit can breathe air and water.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\nGreataxe (Goliath Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d12 + 4 + the spell's level slashing damage.\nRadiant Bow (Aasimar Only). Ranged Spell Attack: your spell attack modifier to hit, range 150/600ft, one target. Hit: 2d6 + 4 + the spell's level radiant damage.\nTrident (Aarakocra and Triton Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 5ft or range 20/60, one target. Hit: 1d8 + 4 + the spell's level piercing damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Food\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 12 Hours\nComponents: V, S, M\nMaterial cost: 1 loaf of bread and 10 gp\nDescription: You beckon consumable items to your presence from random places on this plane of existence. When cast, this spell summons food in an unoccupied space adjacent to you, enough to feed one meal to twelve medium-sized creatures. Any food not consumed by the end of the duration is sent back to where it was summoned from.\nThis spell has no effect when cast until the duration of the previous casting expires"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Fungal Warrior\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: barrelstalk flesh, waterorb flesh, fire lichen, or wisp lichen, one of which the spell consumes\nDescription: You call forth a stealthy fungus spirit. It manifests in an unoccupied space that you can see within range and it is equipped with a longsword. This corporeal form uses the Fungal Warrior stat block. When you cast the spell, the material component you use determines certain traits in its stat block. The summoned warrior resembles the material component used. The warrior disappears when it drops to 0 hit points or when the spell ends, but it leaves behind the longsword it uses. If this longsword deals a damage type other than slashing it only applies for the fungal warrior, and it behaves like a normal longsword for any other creature that uses it.\nThe warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Giant\nLevel: 7\nSchool: Conjuration\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a sheet of gold inscribed with runes, worth at least 700 gp\nDescription: You call forth the spirit of a giant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Giant Spirit stat block. When you cast the spell, choose a giant type: Fire, Frost, Cloud, or Storm. The spirit resembles an average giant of that type, which determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nGiant Spirit[edit]\n\n\n\nLarge giant, \n\n\nArmor Class 12 + the level of the spell (natural armor) + 2 (Fire Only) \nHit Points 70 + 15 for each spell level above 7th \nSpeed 30ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n20 (+5)\n\n10 (+0)\n\n20 (+5)\n\n16 (+3)\n\n16 (+3)\n\n16 (+3)\n\n\nDamage Resistances psychic (Cloud Only), lightning and thunder (Storm Only)Damage Immunities cold (Frost Only), fire (Fire Only)\nSenses Darkvision 60ft, Passive Perception 13\n\nLanguages understands the languages you speak\n\n\nPersonal Blizzard (Frost Only). All ranged attack rolls that pass within 10ft of the spirit have disadvantage.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down), but only one may be a rock throw.\nMorningstar. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 5 + the spell's level slashing damage.\nRock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/240ft, one target. Hit: 2d8 + 5 + the spell's level bludgeoning damage.\nLightning Strike (1/Day) (Storm Only). The spirit hurls a magical lightning bolt at a point it can see within 120ft of it. Each creature within 10 feet of that point must make a Dexterity saving throw against your spell save DC, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.\n\nREACTIONS\nRedirect Attack (1/Day) (Cloud Only). When the spirit or a creature it can see within 30ft of it is hit by an attack roll, it can use its reaction to choose a different creature within 30ft of it, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.\nPsionic Shield (1/Day) (Cloud Only). The spirit creates a psychic barrier, granting it a +5 to AC until the start of its next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Greater Daemon\nLevel: 9\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 24 Hours\nRange: Self\nDuration: 7 Days\nComponents: V, S, M\nMaterial cost: a black sapphire, diamond, jacinth, and a ruby worth 5,000 gp each, and a focal gem for the demon of choice, worth at least 5,000 gp\nDescription: You summon a greater demon to wreak havoc upon the battlefield.\nRitual cast a summoning to entice one of the greater demons to your service. Once the pact is formed, a talisman of the demon is left behind. This talisman may be broken to unleash the demon into the world for a 10 minute period. This talisman can only sustain the demons essence for a period of 7 days, after which the talisman destroys itself. When used, roll 1d20. On a 1, the demon unleashes itself, and is hostile to the binder and their allies.\nWhile carrying the talisman, the caster's 9th level slot is not present. After the talisman has been destroyed, the 9th level slot returns after 7 days. If cast using Mystic Arcanum, it instead removes that 9th level Mystic Arcanum for the next 7 days.\nWarlocks may cast this spell only with the approval of his or her patron, and they may not cast it upon the patron. If the warlock break any of the previously mentioned, it shall be punish by it's patron. The punishment, naturally, shall be done with great ire.\nLord of Change. Summon this demon by using a Star sapphire.\nGreat Unclean One. Summon this demon by using a Emerald\nBloodthirster Of Khorne. Summon this demon by using a Fire opal\nKeeper of Secrets. Summon this demon by using a Pink diamon"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Humanoid\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a gold plated police whistle, worth at least 200 gp\nDescription: You call forth a spirit of the common folk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Militia Spirit stat block. When you cast the spell, choose a race: Dwarf, Elf, Human, or Gnome. The creature resembles an average person of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nMilitia Spirit[edit]\n\n\n\nMedium humanoid, \n\n\nArmor Class 11 + the level of the spell (leather armor) \nHit Points 30 + 5 for each spell level above 2nd \nSpeed 30ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n16 (+3)\n\n16 (+3)\n\n14 (+3)\n\n12 (+1)\n\n12 (+1)\n\n12 (+1)\n\n\nDamage Resistances poison (Dwarf Only)\nSenses Darkvision 60ft, Passive Perception 11\n\nLanguages understands the languages you speak\n\n\nFey Ancestry (Elf Only). The spirit has advantage on saving throws against being charmed, and magic can't put it to sleep.\nSneak Attack (Gnome Only). Once per turn, the spirit deals an extra 2d6 damage when it hits a target with its dagger and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\nBow (Elf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d6 + 3 + the spell's level piercing damage.\nDagger (Gnome Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d4 + 3 + the spell's level slashing damage.\nWarpick (Human and Dwarf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage.\nSecond Wind (1/Day) (Human Only). The spirit can use a bonus action to regain hit points equal to 1d10 + the spell's level.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Instrument\nLevel: 0\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: You conjure a handheld musical instrument of your choice, which appears in your hands, or at your feet if you have no free hand. The instrument is typical for its type. The summoned instrument disappears after an hour, or when you cast this spell again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Living City\nLevel: 9\nSchool: Conjuration (Ritual)\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Year\nRange: 120Ft.\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a scale model of the new city and the scale of an ancient dragon\nDescription: After a year of devoting 1/4th of your entire to concentrating on the spell. You summon a Living city within range. The city is friendly toward you and your allies and it obeys your spoken commands. The city remains in your service for as long as you live. When you die it becomes dormant until a spellcaster who knows its nature casts a wish spell to take control of it. It will serve its new master for 1d6+2 years then it will return to dormancy."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Mahoraga\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Mahoraga stands out among the shikigami controlled through the Ten Shadows Technique as the most untamed and unruly. Unlike other familiars within the Zenin Family's history, it has never succumbed to commands. Sorcerers can summon it for exorcism attempts,Summoning him requires using the invocation that says \u201cWith this treasure, I summon\u2026\u201d followed by the name of the Divine General, allowing other people in a 100 feet radius to join in, but defeating Mahoraga like that won't grant control over it. Overall, it's seen as a challenging and impractical summoning endeavor.\nIf you win the fight against Eight-Handled Sword Divergent Sila Divine General Mahoraga in a 1 to 1 combat you will be able to control it\nIf he is killed in combat, the caster must wait 1 day until he can summon him again"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Merchant\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: one gold coin\nDescription: You summon a magical merchant who appears in an unoccupied space that you can see within range. The merchant has the appearance of an ordinary humanoid, dressed in elegant clothes and carrying a bag full of goods. The merchant is friendly to you and your companions, and can buy or sell any type of item that is not magical, rare, or illegal. The merchant has a limit of 500 gp to buy or sell items. You or your companions may attempt to haggle the price up or down at the DM's discretion. The merchant refuses to buy or sell items that have no market value, and cannot be convinced to do so by any means. The merchant disappears when the spell's duration ends or when you use your action to dismiss him.\nAfter casting the Merchant, you must wait 1d4 days before casting it again.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the merchant limit increases by 50 per spell slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Monstrous Humanoid\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a gilded war drum, worth at least 300 gp\nDescription: You call forth the spirit of a ferocious warrior. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a race: Goblin, Kobold, Orc, or Yuan-Ti. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nWarrior Spirit[edit]\n\n\n\nSmall (Goblin and Kobold Only) or Medium (Orc and Yuan-Ti Only) humanoid, \n\n\nArmor Class 12 + the level of the spell (studded leather armor) \nHit Points 30 + 10 for each spell level above 3rd \nSpeed 30ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n16 (+3)\n\n16 (+3)\n\n16 (+3)\n\n12 (+1)\n\n12 (+1)\n\n14 (+2)\n\n\nDamage Resistances poison (Yuan-Ti Only)\nSenses Darkvision 60ft, Passive Perception 11\n\nLanguages understands the languages you speak\n\n\nFury of the Small (3/Day) (Goblin Only) When the spirit damages a creature with its dagger and the creature's size is larger than the spirit's, you can cause the attack to deal extra damage to the creature equal to your proficiency bonus.\nMagic Resistance (Yuan-Ti Only). The spirit has an advantage on saving throws against spells.\nRelentless Endurance (1/Day) (Orc Only). When the spirit reduced to 0 hit points, it can drop to 1 hit point instead.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\nDagger (Goblin Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d4 + 3 + the spell's level slashing damage.\nFirebolt (Kobold Only). Ranged Spell Attack: your spell attack modifier to hit, reach 120ft, one target. Hit: 1d10 + 2 + the spell's level fire damage.\nHalberd (Orc and Yuan-Ti Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10ft, one target. Hit: 1d10 + 3 + the spell's level slashing damage.\nDraconic Cry (1/Day) (Kobold Only). As a bonus action, the spirit let's out a cry at its enemies within 10ft. Until the start of its next turn, it and its allies have advantage on attack rolls against any of those enemies the could hear it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Mount\nLevel: 2\nSchool: Conjuration\nClasses: Artificer, Paladin, Ranger, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gilded electrum bit worth at least 200 gold\nDescription: You call forth a spirit to serve as a mount. It manifests in an unoccupied space that you can see within range and it is equipped with a saddle, bit, and bridle. This corporeal form uses the mount spirit stat block. When you cast the spell, choose an ideal: Fast, Tough, or Versatile. The mount resembles a creature of your choice that embodies the chosen ideal, which determines certain traits in its stat block. When the mount drops to 0 hit points, it disappears, leaving behind no physical form. 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. You can also dismiss your mount at any time as an action, causing it to disappear.\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\nWhile your steed is within 1 mile of you, you can communicate with each other telepathically.\nYou can't have more than one steed summoned by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Ooze\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a jar of gold paste, worth at least 400 gp\nDescription: You call forth the spirit of a gelatinous slime. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Slime Spirit stat block. When you cast the spell, choose a slime type: Jelly, Ooze, or Pudding. The spirit resembles a vaguely humanoid shape of the chosen slime, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nSlime Spirit[edit]\n\n\n\nMedium ooze, \n\n\nArmor Class 7 + the level of the spell (natural armor) \nHit Points 30 + 5 for each spell level above 4th \nSpeed 20ft, climb 20ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n16 (+3)\n\n6 (-2)\n\n16 (+3)\n\n3 (-4)\n\n8 (-1)\n\n4 (-3)\n\n\nDamage Resistances fire (Ooze Only)Damage Immunities acid, cold, lightning\nSenses blindsight 60 ft., passive Perception 9\n\nLanguages understands the languages you speak\n\n\nCorrode Metal. Any nonmagical weapon made of metal that hits the spirit corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spirit is destroyed after dealing damage.\nThe spirit can eat through 2-inch-thick, nonmagical metal in 1 round.\nSpider Climb (Jelly Only). The spirit can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\n\nACTIONS\nPseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 3d6 + 3 + the spell's level acid damage.\n\nREACTIONS\nSplit (Pudding Only). When the spirit is Medium or larger, and is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new spirit has hit points equal to half the original pudding's, rounded down. New spirits are one size smaller than the original spirit. If there is more than 1 spirit, they take their turns at the same time.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Plant\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a gold dipped rose, worth at least 500 gp\nDescription: You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a growth pattern: Flower, Vine, or Tree. The creature resembles a bipedal form made of the chosen growth, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nPlant Spirit[edit]\n\n\n\nLarge plant, \n\n\nArmor Class 13 + the level of the spell (natural armor) + 2 (Tree Only) \nHit Points 50 + 15 for each spell level above 5th \nSpeed 30 ft, Burrow 20ft, Climb 10ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n18 (+4)\n\n8 (-1)\n\n18 (+4)\n\n10 (+0)\n\n14 (+2)\n\n14 (+2)\n\n\nDamage Vulnerabilities fireDamage Resistances bludgeoning, piercing, radiantCondition Immunities charmed, exhaustion, paralyzed, petrified, poisoned\nSenses Darkvision 60ft, Passive Perception 12\n\nLanguages Common, Druidic, Elvish, Sylvan\n\n\nBramble Body (Flower Only). A creature that touches the spirit or hits it with a melee attack takes 1d8 piercing damage.\nFalse Appearance. While the spirit remains motionless, it is indistinguishable from a normal plant.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\nSlam (Tree Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 4 + the spell's level bludgeoning damage.\nThorn Shot (Flower Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d8 + 4 + the spell's level piercing damage.\nVine Whip (Vine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d10 + 4 + the spell's level slashing damage, and if the creature is Huge or smaller, it is pulled up to 10ft closer to the spirit.\nSpore Cloud (1/Day). Each creature within 20ft the spirit must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage and become poisoned for the next minute. A creature takes half damage and is not poisoned on a success. A creature may repeat the save at the end of its turn to end the effect.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Rain\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: A burned twig doused in lake water\nDescription: A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds. The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Shapeshifter\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 90Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: an ornate mirror, worth at least 400 gp\nDescription: You call forth a shapeshifting spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shapeshifter Spirit stat block. When you cast the spell, choose a shapeshifter type: Doppelganger, Mimic, or Lycan. The spirit resembles the average form of the type you chose, which also determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\nShapeshifter Spirit[edit]\n\n\n\nMedium shapechanger, \n\n\nArmor Class 10 + the level of the spell (natural armor) \nHit Points 40 + 10 for each spell level above 4th \nSpeed 30ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n16 (+3)\n\n16 (+3)\n\n16 (+3)\n\n10 (+0)\n\n14 (+2)\n\n12 (+1)\n\n\nDamage Immunities acid (Mimic Only), bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered (Lycan Only)Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned\nSenses Darkvision 60ft, Passive Perception 12\n\nLanguages Common, Deep Speech\n\n\nFalse Appearance (Mimic Only). While the spirit remains motionless, it is indistinguishable from the object it is transformed into.\nVocal Mimicry (Doppelganger and Lycan Only). The spirit can perfectly mimic the voice and other vocal sounds of the creature it is transformed into.\nAmbush. The spirit has advantage on all Dexterity (Stealth) checks.\n\nACTIONS\nMultiattack. The spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\nGore (Mimic and Lycan Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d10 + 3 + the spell's level bludgeoning damage.\nSlam (Doppelganger Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage.\nChange Shape (1/Day). The spirit becomes an exact, visual replica of something you have seen. Any medium sized beast (Lycan Only), humanoid (Doppelganger Only), or object (Mimic Only). To see throw the illusion, a creature must succeed a Wisdom (Insight) check against your spell save DC.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Spriggan\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 6 Hour\nRange: 100 Feet\nDuration: Permanent; Lasts 1 Week Outside Of A Druid Grotto Or The Feywild Realm.\nComponents: V, S\nDescription: You summon forth 1 Spriggan warrior to aid you in combat, equipped with a wooden spear and shield, or a bow and 20 arrows. Its statistics are that of a 5e bandit, However; has the following benefits.\n\nBarkskin\nYou have a naturally occurring tough skin covering you from head to toe. When unarmored, the Armor Class is equal to 12 + your Dexterity modifier.\nForest Blend\nYou have advantage on Stealth checks made to hide amongst foliage, trees and other plant life.\nPlant\nYour creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.\nPhotosynthesis\nBeing a plant-based life form, you create your food through photosynthesis, being in bright sunlight will regenerate hit points equal to your proficiency bonus at the end of each hour you spend this way, likewise, if you aren't in sunlight for a number of days equal to your proficiency bonus + your Constitution modifier you will start to decay, taking one level exhaution at the end of each long rest until you do so. You cannot recover these levels of exhaustion by long resting.\nlanguages\nYou can speak, read, and write Common and Sylvan.\nPick one from Guardian and Watcher, upon creating the SPriggan.\nGuardian[edit]\nYour Constitution score increases by 1.\nSize\nYour size is Large.\nTree Stride\nOver time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.\n\n\n\nDesign Note: This uses the Large Player Characters and Oversized variant rules.\nWatcher[edit]\nYour Dexterity score increases by 1.\nSize\nYour size is Medium.\nTree Stride\nOver time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.\nNature Whisperer\nYou are one with the forest and it speaks to you. You can communicate with beasts and plants through Sylvan.\n\nYou can communicate telepathically with this Spriggan and it can respond telepathically using any language you know. It retains its memories between summonings\nThe spriggan can last indefinitely while inside of a druids grotto, or the feywild realm, and last up to 1 week outside of either of these areas. The spriggan can also cast the following spells.\nsummon spriggan\nThe cast time of \"Summon Spriggan\" for a spriggan warrior is 24 hours, as apposed to the 6 hours it takes for the original caster\nAs the original caster, any spriggan summoned by a spriggan you created, serves under you. You may fuse together (sacrifice) 8 spirggans to summon forth an Ent.\nThe ent has the statistics of trean"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Treant\nLevel: 7\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 60Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A bundle of twigs, a Gem worth 100 gold or more\nDescription: You summon the fey spirit of a Treant to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a treant.\nYou can communicate telepathically with this Treant and it can respond telepathically using any language you know. It retains its memories between summonings.\nThe Treant is friendly to you and your companions for the duration. The Treant 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 Treant disappears when it drops to 0 hit points or the spell ends"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Umbra\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: You turn your blade into an aspect of Umbra, a sentient weapon. The blade deals 1d8 slashing damage. On a critical hit the blade deals an extra 1d4 psychic or necrotic damage (your choice). When you slay an enemy with the blade you absorb their life force and regain temporary hit points equal to half the damage dealt. You may use the blade as a melee attack or melee spell attack. You can dismiss the blade as a bonus action.\nAt Higher Levels. The blade's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The critical hit damage also increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Any additional damage dice can be split as you desire among slashing or necrotic damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Weapon\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S\nDescription: When you cast this spell, you create a weapon or object (under 20 gold and not consumable eg acid, food etc.). The weapon or object lasts the spells duration and then disappears. You cannot create magical weapons or objects with this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon another weapon or object for every additional level of the spell (2 at 2nd level, 3 at 3rd etc."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Wight\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Day\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: One medium humanoid corpse, one black diamond worth at least 500gp, one cup of blood from a humanoid creature which this spell consumes, and one long sword worth at least 15 gp\nDescription: You can cast this spell only at night. Choose one corpse of a medium humanoid within range. The user inserts the black diamond into the corpse's mouth and pours the human blood over its face, before chanting a ritual. As the blood soaks into the corpse, it raises, after 24 hours. Flip a coin. If heads, the Wight becomes friendly and will obey your commands; else, it becomes hostile and will immediately attack you. You can only control one wight at a time. If this spell is cast while another wight is active, the new wight is still created, though it will become hostile.\nThe wight rolls for its own initiative. If the wight deals the last point of damage to a humanoid creature, the creature rises as a ghoul, under the wight's command, and by extension, yours.\nAs a bonus action, you can command either the Wight, or the group of ghouls. You decide what action either the Wight or ghouls will take and where they will move during its next turn, or you can issue a general command, such as to guard you as you sleep. If you issue no commands, the ghouls only defend themselves against hostiles. Once given an order, the ghouls continue to follow it until the task is complete. If the task is impossible, they will return to you for further orders.\nThe ghouls roll for initiative as a group. The wight can raise a maximum of 3 ghouls at a time. If the wight kills another humanoid creature, the ghoul with the lowest HP is destroyed and replaced by a new ghoul. If the wight is dismissed or destroyed, the ghouls become hostile and frenzied, before attacking anything within 30 feet, at random. [The DM has game statistics for both the Wight and Ghouls.]\n\nAt Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Wight can raise one extra ghoul per spell slot level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sun Gleam\nLevel: 0\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a translucent yellow gem that glitters in the sunlight\nDescription: You unleash a brilliant ray of sunlight from your palm at a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 radiant damage. If the target relies on eyesight to see, it also has disadvantage on the next attack roll it makes before the end of its next turn. Target creatures with sunlight sensitivity make their save with disadvantage.\nThis spell\u2019s 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: Sun Strike\nLevel: 2\nSchool: Evocation\nClasses: Bard, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a melee weapon\nDescription: As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage.\nA hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sun Ward\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You call upon the life-giving power of the sun to protect yourself. For the spell's duration, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you have resistance to both cold and necrotic damage. If the light created by this spell overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.\nThe first time during the spell's duration that you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunder\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pair of shears or scissors\nDescription: You pluck the ethereal weave, creating a minor destructive vibration on the material plane. Within a space of 1 foot in any dimension, you create a single break or tear in an object you touch. The destruction expresses itself as a fracture, crack, or gouge. This spell can not damage metallic, living, or magical objects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunlight\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, M\nMaterial cost: a small lens carved from transparent gemstone, worth at least 50 gp\nDescription: You touch one object that is no larger than 15 feet in any dimension. Until the spell ends, the object sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is sunlight, and thus has the same coloration as natural sunlight. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunlight Spear\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny gold medal depicting the sun worth at least 5 gp\nDescription: You conjure a javelin of crackling sunlight in your hand and hurl it. Make a ranged spell attack against a target within range: On a hit, the target is wreaked with holy energy, inflicting radiant damage equal to 3d12 plus your spellcasting ability modifier. Hit or miss, the spear then explodes into myriad bolts of electricity. The target and each creature within 10 feet of it must succeed on a Constitution saving throw, taking 3d12 lightning damage on a failed save, or half as much on a successful one.\nCreatures doused in, standing in, or swimming in water make this saving throw with disadvantage. Creatures that are damaged by this spell and are sensitive to sunlight are treated as if they were in direct sunlight until the beginning of your next turn.\nThis spell deals double damage to dragons and Dragon-type creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or higher, the radiant damage increases by 1d12 for every slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunspark\nLevel: 3\nSchool: Evocation (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 8 Hours\nComponents: S, M\nMaterial cost: An object less than a foot wide, which the spell consumes\nDescription: You focus the energies of the sun onto a small object in your hand, consuming it with the intense radiation of sunlight. Until the end of the duration, this sunspark sheds brilliant sunlight to a distance of 120 feet in all directions, bright light for another 120 feet, and dim light for an additional 260 feet. You may subdue the light by covering it with something else.\nThe light emitted by this spell is intense. Whenever a creature other than you and creatures that you choose start their turn within the sunlight emitted by this spell, it must make Constitution saving throw. Creatures with sunlight sensitivity have disadvantage on this save. On a failed save, the creature takes 2d6 radiant damage and is blinded for 10 minutes.\nThe creature may repeat the saving throw each minute to end the effect prematurely. Once a creature succeeds this save, it cannot be blinded by sunspark again for another 24 hours.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you no longer need to maintain concentration on the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Superspeed Spheres\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: Target must have at least 2 feet, this cannot be bypassed by a spellcasting focus\nDescription: When you cast this spell, a willing creature you touch gains 100 feet of additional walking speed for the duration as 2 arcane metallic spheres appear underneath them that empower their movement. Additionally, their travel pace on foot is quadrupled for the duration. When the spell ends, they feel a wave of lethargy wash over them. They must make a Constitution saving throw against your spell save DC. On a fail, they gain 1 Exhaustion Point. If the caster is the target of the spell, they can never reach Exhaustion level 6 from this.\nAt Higher Levels. When you cast this spell using a spell slot of 6 or higher, you can either affect one more creature with the spell or double the spell's maximum duration. Regardless of the spell level chosen, you can never pick both in any combination. When you cast this spell using a spell slot of 8 or higher, you can also instead choose the normal effects of the spell at 5th level but without having to maintain concentration"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Suppress Pain\nLevel: 1\nSchool: Abjuration\nClasses: Bard, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You dull the pain of a creature\u2019s wounds and help it tolerate further punishment.\nThe creature regains 1d6 hit points and also gains temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 and the number of temporary hit points increase by 1 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Supremacy\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a syringe of some sort\nDescription: A deep black ray surges from your fingers as it hones in on your target. They must make a saving throw, for a score of your choice. On a failure, they lose 3d6 points in that score to a minimum of one, and you gain the same amount, to a maximum of 30. When the spell ends, at the start of your turn, you lose one point in that score and return it to the creature it was taken from, and do so every turn until they regain all of their lost score.\nAt Higher Levels When cast at 9th level, increase the drain to 5d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Surge\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: two short lengths of copper wire\nDescription: You channel harmless electrical energies in a willing creature you touch, heightening its speed and senses. Until the start of your next turn, the target can use a bonus action to direct this energy, ending the spell and allowing the target to do one of the following:\nTake the Attack (one weapon attack only), Disengage, Dodge, Hide, or Use an Object action.\nIncrease its movement speed by 20 feet until the end of its turn.\nMake a Wisdom (Perception) check, which it has advantage on.\nCast a spell that has a casting time of 1 action, without requiring verbal or somatic components."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sustain\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: 1 Round\nComponents: V, S\nDescription: You choose a living creature within range that you can see at 0 hit points. They automatically succeed on their next death saving throw. This spell has no effect on undead or constructs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swansong\nLevel: 9\nSchool: Necromancy\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Concentration, Up To 4 Rounds\nComponents: V, S\nDescription: All creatures in range including the caster have a ghostly clock appear above their head, ticking down quickly. At the end of the fourth turn that has passed since you cast this spell, all affected creatures who have less than 150 hit points die instantly. Deafened creatures are immune to the effects of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swarm Grenade\nLevel: 2\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Radius)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 2d8 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swarm Grenade, Variant\nLevel: 1\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet (10 Foot Radius)\nDuration: Concentration, Up To 30 Seconds (5 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d6 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swarm of Harpy Talons\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a swarm 20-foot radius swarm of vicious harpies on a point within range. Each creature in the area must make a Dexterity saving throw, taking 8d6 slashing 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 1d6 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swarm of Pests\nLevel: 1\nSchool: Conjuration\nClasses: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot-Radius Sphere)\nDuration: Concentration, Up To 5 Rounds\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: You cause a cloud of mites, fleas, and other parasites to appear in a 15-foot-radius sphere centered on yourself. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nWhen the cloud appears, each creature in it other than yourself must make a Constitution saving throw. A creature takes 3d4 poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell\u2019s area for the first time on a turn or ends its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swift Blade\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Ranger, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You temporarily bond with the weapon used in casting the spell, and due to it's now lightweight nature, you can swing it with ease. You gain the following benefits.\nWhen making attacks with this weapon, you can instead use your casting modifier for attack and damage rolls, in place of Strength.\nAs a bonus action when you made an attack with this weapon, you can make another attack with it.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make an additional attack as a bonus action for every three levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swift Blade Bane\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: When you cast this spell, you blur until your features are intelligeble. You then make a melee attack against a creature. If you hit, you can make another attack against something within 30 feet of that creature, and you teleport within 5 feet of the other creature. If you hit that attack, you may repeat this kind of action until you miss an attack. Each attack counts as magical for the purposes of overcoming resistance.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your attack roll gains a +1 for each spell slot above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swift Strike\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: A weapon\nDescription: You infuse a weapon with a simple enchantment that enables its wielder to swing it quickly. For the duration of the spell, the wielder of the weapon may make a weapon attack with it as a bonus action.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the infusion increases in intensity, allowing more attacks to be made. When the weapon's wielder uses its bonus action to make weapon attacks using this spell, the number of attacks it can make increase with each other higher spell slot: At 3rd level (2), 5th level (3), 7th level (4), and 9th level (5)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swiftbolt\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A bolt of focused and accelerated magical lightning springs from your pointing finger, hitting a creature of your choice you can see within range without chance of failure. It deals 5d6 lightning damage to its target.\nWhen you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swirling Storm\nLevel: 5\nSchool: Evocation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: For the duration, swirling winds and wild arcs of lightning surround you, causing several effects.\nOpportunity attacks are made against you with disadvantage, due to the chaotic winds.\nIf a creature starts its turn within this area, it takes 2d8 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage.\nIf you hit a creature with a weapon attack while it is within this area, the electricity arcing from your weapon causes the creature to take an extra 1d8 lightning damage.\nAt Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the extra damage from weapon attacks increases by 1d8 and the radius increases by 5 feet for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Switcheroo\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Ft\nDuration: Instantaneous\nComponents: V, S\nDescription: \"Now I'm here! Now you're there!\" - Unnamed Wizard who shortly died.\nMagically twisting space around yourself and another creature, vanishing and reappearing instantaneously in a small puff of smoke at the targets location and vice versa. You teleport, swapping locations with a creature of your choice within range. If the target is unwilling, it can make a Constitution saving throw to not be teleported. On a success, the spell has no effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword of Protection\nLevel: 3\nSchool: Abjuration\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Concentration Up To 1 Min\nComponents: V, S\nDescription: You create a magical sword that start hovering 4 ft over the ground. Until the end of the spell duration or your lose of concentration, the magical sword will defend you. The sword doesn't take a full square and can share it's space with an medium sized creature. You gain +1 Ac while being at 5ft or less from the magical sword.\nEvery turn, the magical sword may make a melee spell attack against a creature of your choice within 5 ft of it. On a hit, the target takes 1d8 + your spell casting ability modifier damages.\nAs a bonus action every turn, you can move the sword up to 20 ft, to a maximum of 60 ft from you. You can also cast this spell and then hold the sword in your hands, allowing you to pretend to use the weapon yourself. When the spell ends, the.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 min for every spell slot levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword Split\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Wizard, Ranger, Paladin, Cleric\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: S\nDescription: You touch a non-sentient, non-artifact melee weapon that deals no less than 1d6 piercing or slashing damage. That weapon splits into two smaller melee weapons, each dealing piercing or slashing damage one die size less. For example, you could split a shortsword (1d6) into two daggers (1d4). For the duration of the spell, the weapons are considered magical, and can be fused back together by holding them together as a bonus action, ending the spell early. If the spell expires on its own, the weapons become nonmagical and lose the ability to be fused back together.\nWhile wielding the weapons in this way, you may add your ability modifier to attack and damage rolls to your off-hand attacks.\nAlternatively, you may use this spell to fuse two smaller weapons into one larger one. For example, you may fuse two longswords into one greatsword. The same restrictions and effects of splitting a weapon apply to fusing them. If the spell expires on its own, the weapon becomes nonmagical and lose the ability to be split back apart.\nIf the weapon was originally magical, at the expiration of the spell, the two weapons forcibly fuse back together (or split apart), appearing back into the hand of the one who originally cast the spell.\n\n\nWeapon Die Size\n\n\nOriginal\n\nResult\n\nExample\n\n\n2d6 or 1d12\n\n1d10\n\nA greatsword (2d6) into two longswords (1d10)1\n\n\n1d10\n\n1d8 or 2d4\n\nA longsword (1d10)1 into two broadswords (2d4)\n\n\n1d8 or 2d4\n\n1d6\n\nA longsword (1d8)1 into two shortswords (1d6)\n\n\n1d6\n\n1d4\n\nA shortsword (1d6) into two daggers (1d4)\n1 Versatile weapons use their higher damage die for the purposes of what forms them, but can use either damage die for determining what they split or fuse into.\nAt Higher Levels. Casting this spell with a higher level spell slot increases the duration of the spell. The duration becomes 10 minutes with a 3rd-level or higher slot, 1 hour with a 5th-level or higher slot, 8 hours with a 7th-level or higher slot, and 1 day with a 9th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword Storm\nLevel: 9\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: diamond worth at least 5,000 gp, cut into the shape of a sword\nDescription: Many floating, ghostly swords appear above the caster, forming a 30-foot wide tornado of blades which launches itself at a designated creature. Any creature caught in the radius must make a Dexterity saving throw or take 12d12 slashing damage, and half as much force damage. On a passed save, targets take half damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword Trap\nLevel: 1\nSchool: Transmutation\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: Reaction\nRange: Self\nDuration: Instantanious\nComponents: V, M\nMaterial cost: a shield\nDescription: When an enemy makes an attack with a weapon and doesn't beat your AC, you can use your reaction to cause the weapon to strike your shield. As it hits you use your transmutation magic to cause the weapon to become stuck in the shield as if it had melted into the shield. The weapon can no longer be used, and the shield's AC drops by 1. To free the weapon, a creature must use an attack to make an athletics ability check against your spell save DC. If its a magic weapon they have advantage on this check. On a successful check, both the sword and the shield can be used as normal again. You can end the spell at anytime.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell becomes becomes active until another weapon attack fails to beat your AC. You trap one additional weapon for each level of the spell slot used (eg 1 weapon at 1st, 2 at 2nd, 3 at 3rd etc)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swordcraft\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a melee weapon which deals slashing damage\nDescription: You brandish the weapon used in the spell's casting and gain the ability to unleash a flurry of blurry, brightly glowing slashes of magical force in every direction.\nWhen you cast the spell, and then as an action on each of your subsequent turns, you can slice and dice everything around you: Each creature of your choice within range must make a Dexterity saving throw, taking force damage equal to 2d12 + your spellcasting modifier on a failed save, or half as much on a successful one.\nIf you drop the enchanted weapon before the end of the spell's duration, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for every slot level above 3rd, and the radius increases by 5 feet for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sylph Communion\nLevel: 0\nSchool: Divination\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: By communing with the sylphs around you, you understand the will of the wind for a short time. One creature within range gains blindsight for 30 ft. until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sylvanism\nLevel: 0\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You exert control over time in a small manner. You create one of the following effects within range:\nYou cause time to pass up to twice as quickly or twice as slowly within a cubic foot for 1 hour.\nYou freeze time within 1 cubic foot for 1 hour. Nothing in this area can age or be subjected to gravity.\nYou freshen or spoil up to 1 cubic foot of non-living organic material (such as food) for 1 hour.\nYou temporarily mend or rust up to 1 cubic foot of nonliving material for 1 hour.\nYou snuff or re-light a candle, torch, or small campfire for 1 hour.\nNone of these abilities have any effect on creatures or magical objects.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sympathetic Vibrations\nLevel: 6\nSchool: Evocation\nClasses: Bard\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a tuning fork\nDescription: By attuning yourself to a freestanding structure such as a building, bridge, or dam, you create a damaging vibration within it. When you cast this spell and again at the start of each of your turns for the duration, the structure takes 8d10 thunder damage. If the spell is cast upon a target that is not freestanding, such as a hillside, the surrounding earth dissipates the vibrations and no damage occurs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Syncopate\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Instead of directly stopping a spell, you weaken it\u2019s effectiveness. If this spell has multiple targets, the amount of targets are reduced by 2 to a minimum of 1. If it uses non-d20 dice(I.e damage or healing), they are reduced by 3, to a minimum of one. If none of the following applies, creatures simply have advantage against the spells effects.\nAt Higher Levels. When cast at 4th level or higher, the amount of targets and die reduction increases by 2, for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tablehopper\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Duration: Concentration, Up To 10 Minutes\nComponents: S, M\nMaterial cost: a chunk of fine wood. Costing at least 25 gold.\nDescription: A line of tables, chairs, couches, pillars, and other furniture that may be used as half cover appear in a 15 feet long and 5 feet wide line originating from you in a direction you choose either horizontally or vertically to yourself. Each creature caught in the line of this will harmlessly move atop of the furniture or to an unoccupied space within 5 feet of their choice.\nEach 5 foot cube contains a single piece of furniture which individually have an AC of 12, and 10 hit points. Creatures are able to move through these furnishings area treating them as rough terrain. If any piece of furniture\u2019s hit points are reduced to zero the space becomes unoccupied as only shards of wood remain.\nAfter 10 minutes or after the caster breaks concentration the furnishings shatter, alternatively should the caster choose to cast the spell for a full minute the furniture becomes permanent and the material components are consumed. The furnishings created being a combined value equal to the materials used.\nAt Higher Levels. Each spell level above first used to cast this spell increases the effectiveness and durability of the cover made. From \u00be cover and 20 hit points at 2nd level to full cover and 30 hit points at third level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tabr\u012bs\u2019 Holy Fire\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Sorcerer\nCasting time: 1 Action\nRange: 180 Feet\nDuration: Instantaneous\nComponents: V\nDescription: White flames come from above to strike down an opponent of your choice, they must make a Dexterity saving throw and take 6d4 Fire damage and 6d4 Radiant damage on a failed save or half that amount on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you increase the amount of Fire damage by 1d4 and the amount of Radiant damage dealt by 1d4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Take Up Arms\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Paladin, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: A simple stick or rock\nDescription: When you cast this spell, you call upon the weave to provide you with a weapon. You conjure a nonmagical weapon from the prime material plane, only being able to call for a weapon with which you are proficient. Should you conjure a bow or similar ranged weapon, you also conjure a quiver of 20 nonmagical arrows with it. When the spell ends, the conjured weapon is returned to its original place in the prime material plane. Should the weapon leave your grasp or should you damage the weapon severely, the spell ends early.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you instead conjure a magical weapon with +1 to attack and damage rolls. When you cast this spell using a spell slot of 5th level or higher, you instead conjure a magical weapon with +2 to attack and damage rolls. When you cast this spell using a spell slot of 7th level or higher, you instead conjure a magical weapon with +3 to attack and damage rolls"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tale of a Million Nights\nLevel: 1\nSchool: Divination\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Whispering words that no longer exist, you recall memories of times long past. Fusing the energies within your memories, you tell a tale imbued with forbidden knowledge of one million nights, overwhelming the target. The recipient must make a Wisdom saving throw and on a failed save, it listens to the first two chapters and feels as if it must listen to your tale as you tell it of ancient secrets that you yourself may not even understand. On a success, they ignore your uncanny words and concentration breaks immediately. On each of your turns while you maintain concentration, you may use a bonus action to have the target repeat the saving throw, whispering the next chapter of the tale to the target on a failure. On a success, they ignore the chapter. When concentration breaks, for every chapter of the tale that you told, the target's mind relapses. Upon relapse the target takes 1d6 psychic damage for every chapter they listened to and did not ignore.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 rounds (or 12 seconds) for each level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Talisman of Summoning\nLevel: 6\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: A piece of nonmagical jewelry worth at least 500 gp, which the spell consumes\nDescription: You touch a piece of nonmagical jewelry worth at least 500 gp such as a ring, an amulet, or a bracelet. For the duration of the spell, a creature which is wearing the object you touched can use a bonus action to summon you, causing you to appear in an unoccupied space within 10 feet of the creature. Once you are successfully summoned, the spell ends and the object disintegrates into motes of light"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tame\nLevel: 9\nSchool: Transmutation (Ritual)\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Transmutation and Enchantment magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(Hold Value 7)\nNote: Can only be cast by a creature that genuinely wants to save its target from being destroyed, or explicitly wants to stop the target without hurting it.\nWhen you cast this spell, you target a beast, plant, monstrosity or dragon (Dragons get a Wisdom save against your spell save DC to avoid the effect) you can see in its range and cause the target to revert permanently to a harmless tiny beast (inanimate tiny flower for plant type creatures) version of itself. It retains it's Intelligence, Wisdom, and Charisma, as well as its personality (Except that a beast or monstrosity affected by this spell is friendly to you) and languages (If any), but is otherwise a tiny CR 0 beast (or flower) with stats and abilities determined by the DM. It's new form is vaguely similar to its original. It's eye color might be the same, it might be the same type of creature within the animal kingdom (Reptile-like to lizard, for instance), and/or it might retain a basically harmless version of something it had before, like multiple heads. It however NEVER retains any magic or supernatural abilities. A creature that regenerates will never retain that regenerative property, for instance. The one exception to this is immortality, which is always retained if it had it originally.\nThis new form is the creature's new true form, meaning it can't be reverted as there is nothing to revert. However, spells and effects that transform the creature further still work as if this creature always had this true form, allowing others to turn it into something more powerful if they wanted.\nYou may note that the Tarrasque is a monstrosity. Well, that's interesting"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tasha\u2019s Tantalizing Terrarium\nLevel: 8\nSchool: Conjuration\nClasses: Bard, Wizard\nCasting time: 1 Minute\nRange: 300 Feet\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: a small ivory statuette, a polished platinum mirror, and a tiny gold fork, each item worth at least 20 gp\nDescription: You conjure a small pocket dimension in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 20 feet wide and 40 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open and close the portal anywhere within the dwelling and automatically know when an unwelcome creature is trying to enter or search for the portal. When closed the portal is invisible. Any creature not designated to enter that finds the portal must succeed a Wisdom saving throw or forget that the door exists.\nBeyond the portal is a brilliant estate of wide expanse with a great manor in the center, and a few other buildings as well, if you choose. Regardless of building types, the atmosphere is clean, fresh, and warm, unless you choose otherwise.\nYou can create any floor plan you like for any building on the estate, but the building(s) can\u2019t exceed 50 cubes, each cube being 10 feet on each side, and the outside expanse is no larger than half a mile. The buildings are furnished, decorated, and constructed with the architecture of your choice, and the outside areas are inhabited by whatever plants or animals you choose. Any predatory animals you choose are not aggressive and never have to eat. The main manor contains sufficient food for a nine-course banquet for up to 200 people. A staff of 500 near-transparent servants attends all who enter. You decide the visual appearance, attire, personality, and even species of these servants. If you choose an animal for one of your servants, you can choose to give it Intelligence, Wisdom, and Charisma scores of no higher than your own and let it understand or speak any languages you know. They are completely obedient to your orders. Each servant can perform any tasks that a normal human, or animal if you choose, could perform, but they can\u2019t attack or take any action that would directly harm another creature. Thus the servants can fetch things, poor wine, clean, mend, fold clothes, light fires, serve food, and so on. The servants can go anywhere in the estate but can\u2019t leave it. Furnishings and other objects created by the spell dissipate into smoke if removed from the estate, but those created by creatures you designated to enter while within do not. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Taunt\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: 120 Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You attempt to make a creature angry at you. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, its mind is overwhelmed with hostile thoughts, and it becomes hostile toward you for the duration.\nOnce the spell ends on a creature, it may choose to continue to be hostile or not depending on how it was treated."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tear\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 2d6 slashing damage.\nThis spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tear Drop Tragedy\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric, Sorcerer\nCasting time: 1 Reaction\nRange: Self (300Ft Radius - Sphere)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: 5g of 100% PURE Uranium 238, the caster's tear [Tear must be real and cannot be caused by any artificial way, forced or chemical]\nDescription: The caster must produce a real tear in order to cast the spell. this tear cannot be forced, artificially created, caused by an event that would actually make the caster genuinely cry, and must be approved by the DM. e.g. favorite npc dies, a family heirloom or other item that is personally important the caster is lost/destroyed/taken/other, or the caster receives bad news such as silksong being delayed again. the caster uses the tear and Uranium to create a explosion that deals 40d6 force damage to all creatures in the area except the caster. the explosion leaves radioactive fallout that sets in after 2 rounds in a 150ft (radius) sphere which deals 1d4 poison damage to all creatures (including the caster). all creatures (except the caster) make a CON save. if successful the creature takes half damage and isn't affected by the fallout for 5 rounds."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tearout\nLevel: 9\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 120 Feet (30-Feet Radius Sphere)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tear from an abyssal creature, and a diamond worth 10,000 gp, which is consumed by the spell\nDescription: Your eyes turn black and when ingesting the tear of an abyssal creature and the diamond you create a devastating force capable of breaking the barriers between planes and wreaking terrible havoc on your enemies.\nA blast of ethereal energy is launched towards your enemies, creating a sphere of destructive power. All enemies within a 30-foot radius centered on a point of your choice within range must make a Constitution saving throw. Those who fail take 20d10 + 50 necrotic damage and are stunned for 1 minute. Those who succeed on the saving throw take the half damage and are not stunned. Reducing a creature to 0 hit points with this feature converts half of the damage dealt as temporary hit points to the caster."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tears of Denial\nLevel: 2\nSchool: Enchantment\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a small vial of holy water\nDescription: You offer a prayer to your god to save the target from a horrible fate. The next time the target would become poisoned, petrified, or their form would be altered, this enchantment is instead dispelled"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tears of Freyja\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 10 Minutes\nComponents: V, S, M\nMaterial cost: flakes of gold\nDescription: Touch one creature below 0 hitpoints, who has already failed at least two death saving throws. They regain 4d4 hitpoints, and become conscious.\nAt Higher Levels. When cast at 3rd level or higher, they regain 2d4 extra hitpoints for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Telepathic Message\nLevel: 2\nSchool: Divination (Ritual)\nClasses: Bard, Cleric, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Unlimited\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You concentrate on a single creature that you can see and send a telepathic message to it lasting for up to the duration. It must know at least one language and have an intelligence score of 10 or greater to be able to receive and understand the message."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teleport Slash\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure a sword made of ethereal light that seems to bend and twist space around it. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 force damage. Until the spell ends, you can make the attack again on each of your turns as an action. When you deal damage to a target with this spell, you can force the target to make a Constitution saving throw. If the save fails, the target is stunned until the end of its next turn.\nAt Higher Levels. When casting this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d10 and the range of this spell increases by 15 feet for each spell level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teleport, Variant\nLevel: 7\nSchool: Conjuration\nClasses: Bard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: an object associated with the target location\nDescription: This spell instantly transports you and up to eight willing creatures of your choice within 10 feet, or a single object within 10 feet, to a destination you select. If you\ntarget 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.\nAssociated Object\nIt is best if you have an object associated with the destination you choose, and the destination must be on the same plane of existence as you.\nIf you have an \u201cAssociated Object\u201d, this means that you possess an object taken from the desired destination, such as a pebble from a temple garden, a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. Unlike the regular teleport, there is no time limit on how long it has been since the object was removed from its target location. If an object has moved from place to place during its history, you may include a description of which place or kind of place in its history you wish to teleport to. For example, if the associated object is a gold coin, you may specify where it was minted, or any of the places it was stored, spent or carried during its history.\nIf you do not have an \"Associated Object\", then the spell will use some random thing in your current environment that has come from somewhere else as the 'associated object'.\nIn either case, you and your group (or the target object) appear within 10 feet of where the associated object came from."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teleposition\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60Ft\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A ring worth at least 100gp\nDescription: You hold up a ring and thrust your arm past it at a target, causing you to swap places with it. Target a creature or object.\nIf the target is a creature, it must make a Strength saving throw, which it can choose to fail. On a failed save, it teleports to your space and you teleport to its space simultaneously.\nIf the target is an object no larger or smaller than one size category different from your size, you must make an Intelligence (Arcana), Wisdom (Arcana), or Charisma (Arcana) check against a DC of 25 minus your spell save DC. On a success, you swap places with that object.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum range increases by 20ft for each level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tempest\nLevel: 9\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Minute\nRange: Sight\nDuration: Concentration Up To 1 Minute\nComponents: V, S\nDescription: This is basically a buffed version of the storm of vengeance Spell\nA churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and becomes Deafened for 5 minutes.\nEach round you maintain Concentration on this spell, the storm produces additional effects on Your Turn. These effects are cumulative over each round (ex. Round 2 Deafen and Acid Rain. Round 3, Deafen, Acid Rain, and Lightning, etc).\nRound 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage. This acid melts through most basic materials like Wood or Thatch.\nRound 3: You call eight bolts of lightning from the cloud to strike eight creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Alternatively, You can strike one target with up to four bolts, each additional bolt adds 2d6 to the damage. This effect can only trigger once every 2 turns after the initial round (ex. 3, 5, 7, 9).\nRound 4: Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage.\nRound 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 2d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on Spells. Finally, gusts of strong wind (ranging from 40 to 90 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Blur\nLevel: 0\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: You briefly glimpse the future, which allows you to narrowly evade an attack.\nThe next time an attack is made against you, you teleport to any adjacent square to where you currently are. This means that the attack will automatically miss. Though there is no limit to the number of turns you can cast this in a row, there may be some unforeseen consequences. Whenever you cast this spell, roll a d20 on the following table. Each consecutive turn you cast this you get a -2 to the roll. These will stack. If you don't cast this for a turn, you get a +1 on your next roll to it, which takes place in addition to any of the -2s you may have accumulated. These +1s will also stack, but you cannot have a positive modifier.\n1: You disappear until the end of the encounter, lost in time.\n2-3: You disappear for 5 rounds, lost in time.\n4-5: You disappear for 3 rounds, lost in time.\n6: You disappear for 2 rounds, lost in time.\n7: You disappear for 1 round, lost in time.\n8: You teleport 50 feet in a random direction. You are blocked by any barriers.\n9: You teleport 20 feet in a random direction. You are blocked by any barriers.\n10: You teleport 10 feet in a random direction. You are blocked by any barriers.\n11: Instead of choosing an adjacent square to teleport to, you teleport to a random adjacent square.\n13-20: The spell functions normally."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Enhancement\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A creature you touch gets surrounded by time energy for the duration. Until the spell ends, the creature benefits from the following effects:\nThey become immune to being grappled, stunned, or retrained.\nThey gain an extra 20ft of movement speed.\nThey gain advantage on Constitution, Wisdom, and Charisma saving throws.\nIf another creature targets them with a attack or harmful spell, they can use their reaction to force it to make a Wisdom saving throw against your spell save DC. On failed save, they must choose a new target or lose the attack or spell. On a success, the creature can hit you as normal but takes 5d10 force damage for each attack they hit you with."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Link\nLevel: 2\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A Large stone of Obsidian with no impurities worth 200g\nDescription: When you cast this spell, you create a link between now and an older version of yourself through time and space for the purpose of channelling a spell that can be used later. The spell you channel must be of a lower spell level than the Temporal Link's level or the link collapses. After casting the Temporal Link you must cast the spell you wish to channel, the casting time is normal but if the spell requires concentration you must concentrate on that spell for the length of time you wish the spell to be active. Once you have finished casting the channelled spell the link automatically closes. You can only have one spell stored in the Temporal Link at a time because the next time you cast it the channelled spell is released.\nAt a future moment you may cast the Temporal Link spell again as an action. Immediately, as if you had cast it yourself, the channelled spell will activate. If the spell requires concentration you do not need to concentrate on it because you already have (in the past).\nAt Higher Levels. You will need to cast the Temporal Link spell at one level higher than the channelled spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Rift\nLevel: 0\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration 1 Minute\nComponents: S\nDescription: You raise a free hand and let loose a glowing turquoise orb of temporal instability at a point within range, causing the very land around to warble uncontrollably as it shifts through time and space.\nFor the duration of the spell, a 20ft diameter circle, acts as difficult terrain"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Slash\nLevel: 3\nSchool: Transmutation (Ritual)\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: While you maintain your concentration on this spell you're able to use your attack action to make a big-magic slash in a cube of 5 feet 20 or lower feet away from you. You make a melee attack using your spellcasting ability with proficiency, on hit deal 4d4 slashing damage, and hit or miss the slash remain in the air while the spell is active or while you don't make it vanish. Every creature which moves through or end their turn in a temporal slash zone take 4d4 slashing damage.\nAt Higher Levels. When you cast this spell using a spell slot of Xth level or higher"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Surge\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a timepiece\nDescription: You give up some of your time and grant it to an ally. Choose a willing creature that you can see within range. The target may immediately take an action of its choice"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tendrils of the Scarlet Mist\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a pint of fresh blood from the body of the caster, which the spell consumes, and a ruby worth at least 500 gp\nDescription: Brilliant crimson sprays from your outstretched arms, creating a thick scarlet mist interwoven with ethereal translucent veins that pulse rhythmically. The mist initially fills a volume of 3,375 cubic feet, or 27 connected five-foot cubes, with you as the origin. The area covered by the mist is heavily obscured, and the mist itself emits dim, red light for 5 feet. Your awareness spreads throughout the mist, allowing you perceive creatures and objects in the area it occupies as if through blindsight. Whenever a creature enters the mist for the first time or starts its turn inside the mist, you can force that creature to make a Constitution saving throw. If it fails, it takes 4d8 necrotic damage. If it succeeds, it takes half as much. Undead and constructs are unaffected by the mist. The damage dealt by this spell is transferred to a pool of hit points possessed by the red mist. While you are inside the mist, you gain access to the following actions:\nExpand. As an action on your turn, you can expend hit points from this pool to expand the mist: 5 hit points to fill a 5-foot cube of space with the mist. The new areas of expanded mist must be connected, and you can only expand up to 1,000 cubic feet this way each turn (8 five-foot cubes). The mist can expand through narrow cracks and gaps in surfaces- if it does so, it costs 1 hit point per 5 feet of crevice. You may also expend your own hit points to fuel this expansion. If a section of mist becomes isolated from you, for example, if a tight door is closed on it, that section of mist withers and disperses completely at the end of your next turn unless it is reconnected before then.\nReclaim. As an action on your turn, you can reabsorb up to 1,000 cubic feet of the mist (up to 8 five-foot cubes), reclaiming 4 hit points to the red mist's pool for every 125 cubic feet.\nBolster. You can use a bonus action to expend hit points from the mist's pool to heal yourself and other creatures of your choice within the mist's area. Divide the hit points you wish to spend among yourself and the chosen creatures. If you heal a creature above its maximum hit points, it gains temporary hit points equal to the remainder. Temporary hit points gained this way can stack, as long as they are obtained throughout the duration of the spell. A creature can possess a maximum amount of 35 temporary hit points gained from this spell. Undead and constructs cannot benefit from this.\nConsume. As an action, choose one creature in the red mist's area that isn't an undead or a construct. That creature must make a Constitution saving throw. On a failure, it takes 6d8 + 40 necrotic damage. On a success, it takes half as much. If a creature is reduced to 0 hit points by this effect, it becomes a withered husk and is killed. The damage dealt by this effect is added to the red mist's hit points.\nA 5-foot section of mist is destroyed if it takes 15 or more radiant, necrotic, cold, or fire damage in a single turn. If the mist is targeted by an attack or effect that deals psychic damage, you are treated as the target.\nThe spell ends early if you leave the mist or are no longer connected to it. The mist begins to wither, no longer able to deal damage but still obscuring area and emitting dim light, and it dissipates entirely at the end of your next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage dealt by the spell increases by 1d8, the initial area and area that can be expanded or reclaimed each increase by 1,000 cubic feet, and maximum temporary hit points granted by the bolster increases by 5 for each spell slot above 7th. The damage each 5-foot section of mist can take before being destroyed also increases by 5."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tentacles\nLevel: 2\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You tear a hole to the Far Realm from which emerges a 15-foot long tentacle. Without using an action, you can cause this tentacle to interact with the environment and objects, performing actions such as opening doors and grabbing objects. In combat, you can use the tentacle in the following manners:\nYou can force a creature within the tentacle's reach to make a Strength saving throw against your spell save DC, or be grappled by the tentacle. The creature can use an Action to attempt the saving throw again, freeing itself from the grapple on a success.\nWhen a creature is grappled, you can use an Action to cause the tentacle to crush the grappled creature, causing 1d8 bludgeoning damage to it.\nAs an bonus action on your turn, you can cause the tentacle to attack creatures, dealing 1d8 bludgeoning damage on a hit. You can't attack or interact with objects with the tentacle while the tentacle is grappling a creature.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot. When you cast it using a 5th- or 6th-level spell slot, you conjure a third tentacle. When you cast it using a spell slot of 7th level or higher, you conjure a fourth tentacle.\nyou conjure a second tentacle, that can emerge from the same position, or another within the spell range. You can control all conjured tentacles with the action used to control a single one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teuful's Fireball\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a ruby worth 100 gold pieces\nDescription: You rub the oxygen molecules together at hundreds of miles an hour, causing them to overheat and ignite in a fiery ball, then afterward, surrounding oxygen comes rushing in so fast it crushes anything in the initial blast radius.\nAll creatures in a 40-foot range of the focal point must make a Dexterity saving throw. On a failed save, they take 8d6 fire damage and 3d6 force damage. On a successful save, they take 1d6 fire damage and 1d6 force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, all damage increases by 1d6 for each level of the spell slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thardion's Frigid Spikes\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: Freezing energy emanates from you, forming a line of icy spikes that project upward from the ground in a 60-foot line that is 5 feet wide and 10 feet high. Each creature caught in the line must make a Dexterity saving throw. On a failure, a creature takes 3d8 piercing damage and 5d6 cold damage and becomes restrained as it is frozen in place by the ice. On a success, the creature moves 5 feet to a nearby unoccupied space outside of the spell's area.\nA frozen creature may attempt a Strength saving throw at the end of each of its turns, breaking free of the ice and ending the restrained condition on itself on a success.\nThe icy spikes created by this spell form a physical barrier. A 5-foot section of ice has an AC of 10 and can be destroyed by dealing 10 or more damage to it in the span of a single round. The ice is vulnerable to fire damage and immune to poison and psychic damage. The area within 5 feet of the icy spikes is considered difficult terrain. The ice created by this spell lasts 10 minutes before melting (half as long in a hot enviroment, indefinitely in a cold environment).\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.\nThe default 4th-level power point allocation for this spell is Length 2 (\ud83d\udd17), Height 1, Cold Damage 2 (\ud83d\udd17), Ice Stats 1, Shape 0, Casting Time 0.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n-1\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nLength \ud83d\udd17\n\u2014\n20 ft.\n40 ft.\n60 ft.\n80 ft.\n100 ft.\n120 ft.\n140 ft.\n160 ft.\n180 ft.\n200 ft.\n\n\nHeight \ud83d\udd17\n\u2014\n5 ft.\n10 ft.\n15 ft.\n20 ft.\n25 ft.\n30 ft.\n35 ft.\n40 ft.\n\u2014\n\u2014\n\n\nCold Damage \ud83d\udd17\n2d6\n3d6\n4d6\n5d6\n6d6\n7d6\n8d6\n9d6\n10d6\n11d6\n12d6\n\n\nIce Stats (Damage Threshold/Melt Time) \ud83d\udd17\n\u2014\n5/1 minute\n10/10 minutes\n15/10 minutes\n20/1 hour\n25/1 hour\n30/1 hour\n35/8 hours\n40/8 hours\n\u2014\n\u2014\n\n\nShape\n\u2014\nLine\n\u2014\nCone*\nCylinder\u2020\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nCasting Time\n2 actions\n1 action\n\u2014\n\u2014\n1 bonus action\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n*The height attribute becomes the width of the cone.\n\u2020The length attribute becomes the height of of the cylinder and the height attribute becomes the radius."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thaumic Irridiation\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30 Foot Line)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: An object of intense magical energy worth at least 50gp, which the spell consumes\nDescription: You impart a considerable volume of energy into the magical object at hand, overloading it and forcing the resulting explosion outward in a line 30 feet long and 10 feet wide. All creatures and objects in this line must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much on a success. Creatures and objects that are reduced to 0 hit points this way are immediately disintegrated and turn into flux powder, rendering them unable to be brought back by anything short of a true resurrection or wish spell, or other effects that would be able to create a new body for the victim.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, it deals an additional 2d10 radiant damage for every level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thaumophone\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Up To 1 Hour\nComponents: V, S\nDescription: A spectral, floating arrangement of buttons and keys appears next to you. The instrument lasts for the duration or until you dismiss it as an action.\nUsing the keyboard, you can play tones similar to a piano, allowing you to arrange and perform entire songs. The keyboard can also change the type of sounds it plays, including different types of piano, percussion instruments, imitated choral notes, and sound effects. Using the buttons, you can record tones from the keyboard and sounds around you, then play them back, splice them, or loop them, allowing you to set up beats and backing tracks, or edit pre-existing songs.\nThe thaumophone can play sounds at the same range of volume as a standard piano.\nWhen your thaumophone disappears, all recorded sounds are safely stored in its memory for you to use the next time you conjure it"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: The Emptiness of the Beginning\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self (30-Foot Radius)\nDuration: Instantaneous\nComponents: S\nDescription: You invoke the power of the abyss when you realize that you are creating a black hole. Each creature within range must make a Strength saving throw, getting pulled to the nearest unoccupied space and taking 3d6 force damage on a failed saving throw, or half as much damage on a successful save. Then, each creature within 5 feet of you must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone, taking an additional 4d6 bludgeoning damage damage.\nAt Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the range of this spell increases by 10 feet and the force damage increases by 1d6 for every slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: The Hand\nLevel: 7\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Up To 1 Minute\nComponents: V, S\nDescription: Your palm becomes full of negative space and as you swipe, the space or object that was once there is suddenly gone. As an action you may turn the palm of your hand into a weapon of negative space for up to 1 minute, allowing you to eliminate space or objects that you swipe. You may use this ability to perform the following actions:\nYou swipe at the air in front of you, bringing any medium or smaller objects/creatures within a 20-foot cone in front of you directly to the space you swiped, effectively teleporting it. Any non-magical objects hit by this action will disappear from existence.\nYou swipe at a target to perform an attack. The target must make a Dexterity saving throw or take 8d6 of damage. You may only use this ability twice per casting of The Hand.\nYou swipe at the face of a target of size equal to or lesser than your own. The target must make a Dexterity saving throw or immediately fall unconscious. Should they fail all their death saving throws or fail to be resuscitated, their body, along with anything they were wearing will disappear from existence. Using this ability uses all remaining time of The Hand."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: The Murderer's Ear\nLevel: 3\nSchool: Divination (Ritual)\nClasses: Cleric, Druid, Warlock, Wizard\nCasting time: 1 Minute\nRange: 5 Feet\nDuration: 7 Weeks\nComponents: V, S, M\nMaterial cost: string and the ear of a confessed murderer, which the spell consumes\nDescription: This dark ritual creates a locus of divination out of the ear of a murderer. After the ritual, a murderer's ear is created from the spell's component parts. A murderer's ear delivers audio directly into the head of the caster as though the ear were their own; the caster can choose when this effect occurs and for how long, and can turn it off or on as a free action. A caster can have 7 murderer's ears active at one time.\nA murderer\u2019s ear is a magic item, but it can be destroyed as though it is a non-magical item. It does not decay naturally for the duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Theme Song\nLevel: 0\nSchool: Enchantment\nClasses: Bard\nCasting time: Instintaneous\nRange: Touch\nDuration: Permenant\nComponents: None\nDescription: You touch a willing creature. When you touch the creature it immediately has the Pirates of the Caribbean theme song plays when they do something. This gives them a +2 to their charisma stat and can exceed 20. This bonus is permanent. This gives disadvantage to stealth checks. It cannot be undone. A creature can only be affected by one casting of the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thief's Feast\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 1 Mile\nDuration: Instantaneous\nComponents: V, S\nDescription: Describe a food item, or a single, specific creature. If you named a food item, a random food item matching that description within range will be teleported to your hand. If you chose a specific creature, a random food item within range belonging to that creature will be teleported to your hand. Food items weighing more than one pound, or that are inedible to the caster, and live creatures, cannot be affected by this spell.\nAny owners of the affected food item will be instantly aware that the food item has been stolen, where it was sent, and who the caster is, as will any creature standing within 10 feet of the food item as it is teleported.\nThis spell fails if the described creature does not own any viable food within range, or if there are no viable instances of the caster's described food within range.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount a viable food item is allowed to weigh increases to the square of the spell level (2nd level = 4 pounds, 5th level = 25 pounds, etc.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thirsting Blade\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Attack Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a melee weapon\nDescription: When you make a melee attack with a weapon within this spell's range, you may cast this spell as many times as you can attack, spending one spell slot every time you cast the spell to attack. You must make at least one melee attack, otherwise the spell fails. On a hit, the target suffers the attack's normal effects as well as 2d6 necrotic damage. You regain a number of hit points equal to the necrotic damage inflicted by this spell. You do not regain hit points if the target is a construct or an undead.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thornskin\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: dried bramble bush stalk\nDescription: You touch a creature, making wooden thorns and spines grow all over its body. Until the spell ends, whenever the target of the spell takes damage from melee attacks, it can use its reaction to deal damage against the attacker equal to your spellcasting ability. The damage is piercing.\nWhen the target of this spell makes a unarmed strike, it deals additional damage equal to your spellcasting ability on a hit, instead of the normal damage for unarmed strikes.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the reaction increases by 1d4 for each slot above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thought Purge\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You attempt to halt a creature's train of thought. The target must succeed on an Intelligence saving throw, taking half as much damage on a successful save. On a failed save, the target takes 2d6 psychic damage, has disadvantage on the concentration saving throw caused by this spell's damage, and cannot speak or take reactions until the beginning of its next turn.\nThis spell has no effect on constructs or creatures with an Intelligence score of 3 or lower.\nAt 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: Three Freeze\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: 10 Minutes\nComponents: V, S\nDescription: You send gravitational energy into your target, causing them to be overcome with a crushing weight atop them. As an action, you cast this spell and select a target within 15 feet of you, increasing the force of gravity on them to overwhelming levels. The target must succeed a Strength saving throw or be placed under the effects of Three Freeze. The force caused by refreeze will cause the creature to fall prone and be restrained by the weight. The target can attempt this save at the end of each of its turns. On a success, it's able to stand up and move, though only at half movement speed until the spell ends. However, should you or the target move outside the range or the 10 minute time limit be reached, the target will be released.\nIn addition, you may move closer to increase the effect of the spell. Should you be within 5 feet of the target, they will have disadvantage on the saving throw and take 1d4 force damage at the beginning of each of their turns. This spell does not work on creatures without weight such as spirits, ghosts, banshees, or other such creatures.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 minute and the damage caused by spell increases by 1d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Throwing Knife\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Melee Attack 5Ft, Ranged Attack 20Ft / 60Ft\nDuration: Instantaneous\nComponents: S\nDescription: You create a radiant blade and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage + your spell casting modifier."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thumb Trick\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock\nCasting time: 1 Action\nRange: 20/60 Feet\nDuration: 1 Day\nComponents: S\nDescription: Wielding arcane gestures, you magically pull the skin and meat from your body as a glowing yellow bile fills the cavity of lost flesh. Make a thrown weapon attack, hurling your handful of body at a foe. On a hit, the opponent takes 1d10 psychic damage and 5d10 necrotic damage. Your flesh is magically restored to normal when the spell ends. All bilious approximations created by this spell retain the properties of your normal form and can take damage. While this spell is in effect, your creature type temporarily becomes slime"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunder\nLevel: 7\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Constitution saving throw. On a failed save a creature takes 6d6 lightning damage and 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunder Strike\nLevel: 1\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Bonus Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: S\nDescription: At the cost of a 1st level spell slot your palm expels lightning damage that on a hit deals 1d6 Lightning damage + spell casting modifier,"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thundering Whip\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create a shimmering whip of thundering energy in your hand which lashes toward a target creature within range, creating a crack which can be heard up to 100 feet away. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened until the beginning of your next turn.\nThis 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: Thunderous Strike\nLevel: 0\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: M\nMaterial cost: melee weapon\nDescription: As part of the action used to cast this spell, you must make a melee attack with a weapon against one\ncreature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects.\nOn the start of the next turn of the caster, a thunderous wave push the target 15 feet backwards, and deal 1d6 thunder damage.\n\nAt Higher Levels. This spell's damage increases as you reach higher levels. at lvl 5 it goes up to 2d6, lvl 11 3d6, lvl 17 4d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thundershock\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a chunk of electrically conductive metal\nDescription: You thrust your hands outward and an arc of lightning bursts forth into a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d4 lightning damage and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage and isn't incapacitated.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional arc of lightning for each slot level above 1st. You can direct the arcs at the same target or at different ones. Each target makes a separate Constitution saving throw."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunderwhip\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a piece of horse leather\nDescription: You evoke a vibrating whip in your free hand, whose whipcrack is most disturbing to animals. The whip lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action.\nYou can use your action to make a melee spell attack with the thunderwhip, which has a reach of 10 feet. On a hit it deals 2d4 thunder damage. If the target is a beast, it becomes frightened until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reach of the weapon increases by 5 feet and the damage increases by 1d4 for every two slot levels above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thuryl's Temporal Torment\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an hourglass which the spell consumes\nDescription: You create a 10 foot radius sphere at a point you can see within range in which time reverses and accelerates randomly, forcing creatures in the area to succeed on a WIS saving throw, taking 8d8 Psychic damage on a failed save or half as much on a successful one. This spell has no effect on undead, constructs, or creatures immune to aging.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spellslot above 4th.-->"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tiamat's Draconic Temple\nLevel: 4\nSchool: Conjuration (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 168 Hours (1 Week)\nRange: 240 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Sticks of incense, 50 gp worth of crushed up charcoal and sulfur, and crushed up dragon bones\nDescription: In an unoccupied space 240 feet in front of the caster, a large 480 foot long, 480 foot wide, 960 foot tall structure rises from beneath the Earth. The temple is partly volcanic ash and dragon bones and partly stone imbued with the dark magic of the Nine Hells. The Temple of Tiamat rises from Avernus and appears in front of the caster. The temple is a material component in the spell Tiamat's Rise of the Dragon Queen."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tiamat's Dragon Shape\nLevel: 9\nSchool: Transmutation (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 24 Hours\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A vial made from the diamonds in a Tarrasque that contains the following ingredients mixed together: Powder from a crushed up Ancient Red Dragon tooth, powder from a crushed up Ancient Blue Dragon horn, poison from the glands of an Ancient Green Dragon, pulp from a crushed up Ancient Black Dragon tongue, and pulp from a crushed up Ancient White Dragon eye\nDescription: You assume the form of a color of adult chromatic dragon permanently. The new form can be of a Young Red, Blue, Green, Black, or White Dragon. Your game statistics are replaced by the statistics of the chosen dragon, though you retain your alignment, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus listed is higher than yours, use the dragon's bonus in place of yours. You can't use the legendary actions or lair actions of the dragon, however you can use the Wing Attack of the dragon as an action, and if you do you can't take an action on your next turn. You assume the hit dice and your hit point maximum changes to half the hit point maximum of the dragon + your hit point maximum. Your current hit points stays the same. If you are reduced to 0 hit points in this form, you fall unconscious as normal and start doing death saves. You retain the benefit of any features from your class, race, or other source and can use them, provided the dragon is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless the dragon also has that sense. You retain all languages you previously knew and gain no new languages. When you transform, your equipment falls to the ground. Your equipment does not change shape to accommodate your new form.\nAt Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you turn into a different dragon. At 10th level, you turn into an ancient dragon of the color you chose, and at 11th level, you turn into a copy of Tiamat. Tiamat's legendary actions are converted into normal actions. The breath weapons no longer take 2 actions and instead each have their own 5-6 turn recharge."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tidal Front Calamity\nLevel: 9\nSchool: Evocation (Ritual)\nClasses: Sorcerer, Wizard\nCasting time: 18 Second (3 Rounds)\nRange: Self (3281-Foot Diameter Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a sword with a gemstone worth 600,000 GP imbedded in it, and 523,675,434,200 liters of water(salt) which the spell consumes\nDescription: During the first 2 turns the caster gathers the water in a large and compacted ball in front of them. on the third turn the caster cuts the ball in half with the sword (as mentioned in the spell components) causing the ball to split into two hemispheres that release to their full size and spin in two different directions. every creature (except the caster) that is in the area must make a strength saving throw against the caster's spell save DC. on a failed save the creature is pulled 30ft toward the center of the hemispheres, is stunned and takes 10d6 force damage. on a successful save they take half damage from the spell that turn and are not moved or stunned. if the creature is in the area of the spell AND is in a area where they are in both hemispheres (such as the center) the creature makes the strength save with disadvantage and takes 10d8 force damage instead of the 10d6. whilst the spell is active the spell caster cannot be moved from the position they were in when they started casting except from a wish spell or divine intervention. creatures attacking the caster have advantage. This spell is not affected by any affects that would stop it from hurting allies. the caster takes one level of exhaustion after the spell ends unless it was stopped before the first two rounds after splitting the water ball."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tide of Steel\nLevel: 3\nSchool: Conjuration\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nDescription: Upon casting this spell, a 30 foot line of spectral warriors are conjured centered on a point you can see within range. The warriors charge 30 feet in a direction of your choice. Every creature in this path must make a Strength saving throw or take 2d8 magical bludgeoning damage, 2d8 magical piercing damage, and 2d8 magical slashing damage, or half as much on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 of one of the listed damage types"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tidecaller's Blessing\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: You imbue an ally's weapon with strong frost energy. You bless the target, causing their weapon attacks to deal an extra 1d8 cold damage per hit.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target one more creature per 2 levels above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tides of Blood\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (20-Foot Sphere)\nDuration: Instantaneous\nComponents: V, S\nDescription: You absorb the blood of all creatures of your choice within range. Force creatures of your choice within the area to make a Constitution saving throw against your spell save DC. Each creature takes 5d8 necrotic damage on a failed save, or half as much on a success.\nThe extracted blood is gathered in a blood orb formed above you. You can hurl this orb blood against a point you can see within 120 feet. Any creature within 20 feet of the orb must succeed on a Dexterity saving throw, taking 1d4 bludgeoning damage per creature who failed the save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage caused by the spell increases in 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tile of Fire\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: One 5-foot square you can see within range is lit on fire by magical means. Any creature that moves into the area for the first time on a turn or starts its turn there must make a Dexterity saving throw or take 2d6 fire damage.\nFor the duration of this spell, you use a bonus action to dismiss and recreate the magical fire up to 20 feet away from its previous location.\nAt Higher Levels. When you cast this spell using a 3rd level spell slot or higher, you can enhance it in several ways. For each slot level above 1st, pick one of the following. You may pick an option multiple times.\nAdditional Tile. You create an additional 5-foot square of fire within range, which behaves identically to the first. When you use your bonus action to dismiss and recreate fire with this spell, you can dismiss any number of squares evoked with this spell.\nAdditional Damage. All fire created by this spell deals an additional 1d6 fire damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Bomb\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small cogwheel\nDescription: A bright streak flashes from your pointing finger to a point you choose within range in which you set a invisible time bomb which then blossoms with a low roar into an explosion of arcane when activated. In a location in which you set up to 150 ft away, you may place a small cogwheel which is normally unable to be seen by the naked eye (creatures may make a perception check of 17 to spot this) with a fuse of up to 10 minutes or with a activation of when someone passes by it's radius or on command, each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one.\nThe explosion spreads around corners. It sucks in loose objects in the area that aren't being worn or carried.\nAt 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"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Control\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-Foot Cube)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a stopwatch\nDescription: A wave of time magic seeps out of your body in a 15-foot cube originating from you. Green particles float around in the area and you momentarily gain control of the passage of time for environment within this immovable cube. Equipment is not effected.\nWith control of the environment you can, as a bonus action:\nMove time forward. Causing the area to age forward for the amount of time of your choosing up to 24 hours. Possible things that could happen are: plants die, rust forms on metal, the ground cracks, etc.\nAny creature in the area must also make a dexterity save or be knocked prone as the ground shifts to fit the new environment.\nMove time backwards. Causing the area to revert back to the way it was before however long ago of your choosing up to 24 hours. Possible things that could happen are: Plants de-age or cease to exist, the ground turn into dirt or grass, metal can shine again, etc.\nAny creature in the area must also make a Dexterity save or be knocked prone as the ground shifts to fit the new environment.\nStop time. Causing the area to stop aging. Rusting, oxidizing, growing, etc.\nCause time itself in the area to rip apart, ending the spell. Any creature in the area must make a Constitution saving throw as they feel themselves rip apart. On a failed save, a creature takes 4d8 force damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn't stunned. At the end of each of its turns, a stunned creature can make a Constitution saving throw, ending the effect on itself on a success.\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher the effected area increases by 5 feet and 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: Time Dilation\nLevel: 4\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Unlike the Haste spell this does not affect your body, but creates a shell of altered time around you making it appear as if you were moving and acting faster than anything else. The shell incorporates your entire body and anything you are holding, save that of another person or creature. Whilst this spell is active, on and out of your turn, you gain additional time to do more things. When you cast this spell the time dilation effect gives you an addition 2 seconds to do something on your turn.\nTo determine what you can do you first need to know how long it takes you to perform a task. On your turn you would usually have 6 second to do what you want, see the list below:\nMovement on your turn, weather you move 10ft or 40ft, is considered to take 3 seconds\nAn action takes up 2 second\nA bonus action takes up 1 second\nThe attack action no matter how many attacks are involved takes up 2 seconds of time.\nA Spell also takes up time to cast but unlike an attack action you may not be able to cast a second spell. There needs to be a cooldown time of 3 seconds between spells. During that time you can do anything you like but 3 seconds must pass before you can cast a second spell.\nAdditionally whilst the spell is active you gain the following effect\nYou gain a bonus to your movement speed equal to +10ft of movement for every second of additional time given by the spell (additional 2 seconds of time gives a +20ft of movement)\nYou gain a bonus to your AC equal to the additional time given by the spell (additional 2 seconds of time gives a +2 AC)\nWhen making an attack roll you gain advantage\nYour Weapon Attack damage is increased by 1D4.\nOpponents make attacks of opportunity against you with disadvantage.\nAfter your turn you can use multiple reactionary actions or abilities equal to the additional time given by the spell (additional 2 seconds of time allows 2 additional reactions only one of which can be a spell).\nAny Strength or Dexterity check you would make has advantage.\nWhen the spell ends there is no lingering effect on you body. The shell simple dissolves and you are returned to normal time.\nAt Higher Levels. When you Cast this spell using a spell slot of 5th Level or higher. You gain 1 extra second of time and attack damage is increased by 1D4 for each spell slot above 4th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Restoration\nLevel: 7\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action; Up To 3 Rounds\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 3 Rounds\nComponents: V, S, M\nMaterial cost: Diamond Dust worth 5000 gold, which is consumed by the spell\nDescription: You utter the Astral words for Time, Rewind, Restore, and Life as you raise your hand to the sky. Blue energy starts to flow into the dead body of any creature you wish to resurrect that has been dead for up to 24 hours..\nThis spell takes multiple rounds of concentration, if concentration is lost the spell ends at the stage it progressed to. For each round you continue to concentrate on controls the outcome of the dead creature;\n- 1 round: On the following turn after you cast this spell the creature that you wish to resurrect is brought back to 1 hit point, you gain one level of exhaustion and take 4d10 necrotic damage.\n- 2 rounds: If you concentrate on this spell for another round after it has been cast the creature is now returned to half its hit points, however, you gain two levels of exhaustion and take 5d10 necrotic damage.\n- 3 rounds: If you concentrate for 3 rounds the creature is brought to full hit points, however, you gain three levels of exhaustion and take 6d10 necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of rounds taken for a full restoration is decrease by 1 as well as the level of exhaustion for each slot level above 7th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Skip\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Wizard\nCasting time: 1 Minute\nRange: \u2014\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a timepiece worth at least 5,000 gp\nDescription: You invoke one of the ultimate forbidden transmutations: Meddling with the timepiece of the universe itself.\nWhen you cast this spell, time accelerates rapidly for all the worlds and the planes, before returning to normal at your choice of the next dawn or dusk. All creatures, deities, and objects everywhere are aware of the time skip."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Stop Variant\nLevel: 3\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Reaction, When You Are Targeted For An Attack Or Are Forced To Make A Saving Throw Against A Damaging Spell.\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: A stopwatch worth 300 Gp\nDescription: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures. You take no damage from the attack or spell, you can also move 15 feet and take 1 action, if you make an attack you make it at advantage. After which time starts again.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher when you use your action to attack it deals an additional 1d6 force damage for every level past 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Stride\nLevel: 1\nSchool: Transmutation\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Round\nComponents: S\nDescription: You freeze time for a few seconds: Just long enough to give you an edge. Your movement speed increases by 10 feet until the end of your turn, and you can take the Dash action as a bonus action. In addition, you can't be targeted by opportunity attacks until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Trap\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minute\nComponents: V, S\nDescription: Raising your hand and pointing an open palm at a target in range you mutter the Astral words for Time, Stop, and Trap as a dome of Astral Energy forms around your target, time within the dome has stopped flowing.\nThe hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the sphere cuts through a creature\u2019s space when it appears, the creature is pushed to one side of the sphere (your choice which side).\nAll enemy creatures within the sphere must make a Wisdom saving throw, on a failure the creature is stunned. The creatures may make another save at the start of each turn it is trapped in the sphere. The sphere is immune to all damage and can\u2019t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. On success they may just walk through the wall"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Walk\nLevel: 7\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 30 Minutes\nRange: 60 Feet\nDuration: Concentration, Up To 30 Minutes\nComponents: V, S, M\nMaterial cost: A time piece worth at least 10gp, which the spell consumes\nDescription: You infuse a time piece with magic and cause it to break, allowing you and one willing creature of your choice within range to go back in time. When cast, the affected creatures may travel to any point in time within the past year and observe events around where the spell was cast as they happened then. You and your companions may choose to view these events in real time, sped up or slowed down, or even pause and rewind, so you may go back and mull the events over in close scrutiny. However, regardless of how you or your companions engage with the past using your senses, you cannot change any events that have already happened.\nYou and any creatures affected by this spell disappear from the present time for as long as they remain in the past. You or any affected creature returns to the present whenever you use an action to do so for the duration of the spell, when the spell ends, or when you exit the radius of the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you may target an additional two creatures and the range of the spell increases by 30 feet for every level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Timeless Transfer\nLevel: 7\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 160 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You teleport yourself to an unoccupied space you can see within range. Immediately after you teleport, each creature within 10 feet of you must make an Intelligence saving throw. On a failed save, a target takes 8d10 psychic damage and it is paralyzed until the end of its next turn. On a successful save, a target takes half as much damage and suffers none of the spell\u2019s other effects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: To Ashes\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Closing your eyes and reaching a hand forward towards a target within range you mutter the Astral words for Time, Accelerate, and End as dark blue light beams out of your hand towards the target\nDexterity or Constitution save (your choice) on a failed save the target takes d4 Psychic damage equal to your casters level and deal an additional 20 acid damage. For example, if your level 11, then you deal 11d4 psychic damage + 20 acid damage. If you are multiclassing this would be your overall level for example if you are a Multiclass (Level 10)(Level 5) Then you would be dealing 15d4 psychic damage + 20 acid damage.\nIf this brings the target to 0 Hit points they are disintegrated and turned into ash. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional Acid damage increases by 5 and the psychic damage increases by 1d4 for each spell slot above 6t"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tormenting Image\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a shard of a mirror\nDescription: You create a horrible illusion that is mentally taxing to look at within a 10 foot square in range. Things like rapid flashing lights, impossible geometry, or otherwise cruel pictures are viable. If a creature starts their turn within range of the spell, and are able to see it, they must make a Constitution saving throw or take 2d6 psychic damage, or half as much on a success.\nAt Higher Levels. When cast at 3rd level or higher, the range increases by 20 feet, and it deals 1d6 more psychic damage for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tornado\nLevel: 8\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: Instantaneous\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of silver wool worth 1,000 gp\nDescription: You conjure an spiraling cylinder of wind in range, which has a 20 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.\nAll creatures inside the cylinder take damage when this spell is cast, and again at the start of each of your turns. The damage inflicted depends on how many objects and creatures are in the cylinder itself.\nCumulative damage:\nSmall or Medium: +1d6 bludgeoning\nLarge: +2d6 bludgeoning\nHuge: +3d6 bludgeoning\nUnattended Weapons or Ammunition: +1d6 of its respective damage (bludgeoning, piercing, or slashing)\nSo, for example, three Medium creatures and two spent arrows inside the cylinder would cause this spell to inflict 3d6 bludgeoning and 2d6 piercing to all targets in the cylinder. If one of the Medium creatures escaped on its turn, the bludgeoning damage would decrease to 2d6 at the start of your next turn.\nA DM may determine that some creatures or objects inflict other forms of damage. A fire elemental for example may inflict fire damage instead of bludgeoning damage.\nRegardless of how many objects are in the cylinder, the damage a creature takes at one time from this spell cannot exceed 12d6.\nWhile an affected target is able to take actions, it can attempt to escape the center of the cylinder and thus remove its restrained condition. Any action that doesn't require movement but moves the creature, such as the misty step spell, automatically succeeds in removing the target. A creature can attempt a more mundane escape by succeeding on a Strength saving throw at any point during its turn.\nAt Higher Levels. When you cast this spell using a 9th level spell slot, it affects creatures Huge creatures and objects"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Toshaka's Gift\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a small rock\nDescription: The stone used in the spell develops a dim blue glow, as you infuse it with a spell. Choose one 1st level spell with a casting time of 1 action that you can cast. This spell and the chosen spell must be on the same spell list, and not require material components with a cost. While holding the stone, a creature can cast this spell once, as if they were you. The spell then ends, and the stone becomes nonmagical.\nAt Higher Levels. When cast at 3rd level or higher, you may imbue a spell of one level higher, for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touch of Annihilation\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A purple aura springs from your hand and you make a melee spell attack against the target. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. On a hit the creature targeted by this spell must make a Constitution saving throw. On a failed save, the target takes 1d10 force damage. On a successful save the target suffers no damage. If the target is a construct it is disintegrated if this damage leaves it with 0 hit points.\nAt Higher Levels. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touch of the Void\nLevel: 8\nSchool: Transmutation\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: A piece of black cloth\nDescription: Channeling your power, you thrust yourself backwards in time to before the formation of the universe and absorb the pure energy that was present, giving yourself significant abilities before coming back to the present. For the duration, you gain the following effects:\nYour speed is increased by an amount equal to half of your walking speed, rounded up.\nYour gain a +3 bonus to your AC.\nYou have advantage on all ability checks and saving throws except for Constitution saving throws made to maintain concentration, on which you instead suffer a -2 penalty.\nAny time you deal damage with a spell or attack, you can add an amount of additional damage equal to half of the base damage dealt, rounded up.\nWhen the spell ends, you gain 2 levels of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touch of Unlife\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch an undead creature and concentrate raw unholy energies into them, bolstering their life force. The target regains 2d6 hit points.\nIf the target is not an undead, it instead must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount healed/damage dealt increases by 1d6 for every level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touch Wind\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You seize the air and compel it to create one of the following effects at a point you can see within range.\nOne Medium or smaller creature you choose must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice. A flying creature has disadvantage on this saving throw.\nA small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn\u2019t pushed with enough force to cause damage.\nYou create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touched by Love\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V\nDescription: Target one humanoid within range, who must make a Charisma saving throw, or become madly in love (charmed) with the first person they see, for one hour. This person cannot be the spell caster, or anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Touched by the Sun\nLevel: 4\nSchool: Evocation\nClasses: Cleric, Paladin, Sorcerer\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: You use the power of the sun to heal and protect yourself. For the duration, you regain hit points equal to the maximum number rolled on your hit dice. All creatures within 10 feet of the caster take 2d10 radiant damage if they move into or start their turn inside the radius. When inside the radius, creatures other than the caster must make a Charisma saving throw at the beginning of their turn. On a fail, the target is stunned by the light and cannot move. On a success, the target can move 5 ft outside the radius. The target can repeat this saving throw at the beginning of their next turn.\nYou can use this spell only if you are in direct sunlight. While concentrating, you cannot move, take actions, bonus actions, reactions or cast spells other than concentrating on the spell or ending concentration as an action. If you get hit by an attack, you immediately lose concentration.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by one minute. For every two levels over 4th, the radiant damage increases by 2d10."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Toxic Cloud\nLevel: 1\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self (10-Foot Radius)\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a leaf\nDescription: You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn.\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Toxic Fumes\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer\nCasting time: 2 Actions\nRange: 50Ft\nDuration: 3 Of The Users Turns\nComponents: V, S, M\nMaterial cost: vial of any poison(consumed)\nDescription: Create a cloud of gas (15ft by 15ft) centered on a enemy creature within range. each creature which starts its turn within the cloud must make a Constitution saving throw, or be poisoned. The poison the creature is infected with has the same effects as the vial of poison used to cast this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, expand the clouds size by 5ft in whichever direction you chose for every 2 levels above 3rd level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tractor Cannon\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nMaterial cost: two hands free\nDescription: You grab the wrist of your dominant hand with your other one. You then speak a phrase of force as you target a creature in range that you can see. The target then makes a Strength saving throw. On a success, it is pushed 5 feet directly away from you, and on a failure it is pushed up to 40 feet directly away from you. Any sizable or damaging object in the creature's path halts this movement prematurely, and the creature takes falling damage equal to the distance traveled.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or higher, add 10 feet to the range of the spell, and to the distance the target is pushed if it fails the save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Traitorous Blood\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Ft.\nDuration: Concentration, Up To 30 Minutes\nComponents: V, S\nDescription: \"I can make you dance like a puppet, your very blood eager to obey.\"\nYou attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \u201cAttack that creature,\u201d \u201cRun over there,\u201d or \u201cFetch that object.\u201d If the creature completes the order and doesn\u2019t receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn\u2019t do anything that you don\u2019t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\nThis spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher the duration is concentration, up to 12 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transcription\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a writing implement and a bottle of ink; a blank piece of paper or some other medium\nDescription: You instantly and flawlessly copy up to an entire page of non-magical text and/or images that you can see to another page or receptive medium. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and the destination language in order to do this.\nThis spell can transcribe magical text or images, such as written spells, to another medium. However, casting the spell this way incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell. Additionally, the total level of the transcribed spells must be no higher than the level this spell is cast at, otherwise the spell fails.\nAt Higher Levels. The amount of content able to be transcribed increases for each spell slot above 1st. Refer to as such according to the table. The pages may be split between multiple books, but all relevant objects must be within 5 feet of you when you cast this spell.\n\n\nSpell Level\n\nContent Transcribed\n\n\n2nd\n\nUp to 10 pages\n\n\n3rd\n\nUp to 100 pages\n\n\n4th\n\nUp to 500 pages\n\n\n5th\n\nUp to 1,000 pages\n\n\n6th\n\nUp to 5,000 pages\n\n\n7th\n\nUp to 10,000 pages\n\n\n8th\n\nUp to 25,000 pages\n\n\n9th\n\nUp to 50,000 pages\nSee Also[edit]\nmass transcription\nerase"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transfer Ability\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You touch a creature, and attempt to drain one of its abilities to enhance one of yours. Make a melee spell attack against the target. On a hit, choose one of the following effects; you and the target gain the effect until the spell ends.\nTransfer Strength. You have advantage on Strength checks and on Strength saving throws, and your carrying capacity doubles. The target has disadvantage on Strength checks and on Strength saving throws, and its carrying capacity is halved.\nTransfer Dexterity. You have advantage on Dexterity checks. You also don't take damage from falling 30 feet or less if you aren't incapacitated. The target has disadvantage on Dexterity checks and also becomes vulnerable to falling damage for the duration of the spell.\nTransfer Constitution. You have advantage on Constitution checks. You also gain 4d6 temporary hit points, which are lost when the spell ends. The target has disadvantage on Constitution checks, and its maximum hit points are reduced by 4d6. This reduction lasts until the spell ends.\nTransfer Intelligence. You have advantage on Intelligence checks and on Intelligence saving throws. The target has disadvantage on Intelligence checks and on Intelligence saving throws.\nTransfer Wisdom. You have advantage on Wisdom checks, and the target has disadvantage on Wisdom checks.\nTransfer Charisma. You have advantage on Charisma checks and on Charisma saving throws. The target has disadvantage on Charisma checks and on Charisma saving throws"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transfer Pain\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You attempt to syphon the life from a creature you touch. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus your spellcasting modifier, and a creature within 10 feet of the target regains hit points equal to half of the damage dealt, rounded down.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1s"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transmogrification\nLevel: 2\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: Varies\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: crushed sapphire dust worth at least 25 gp, consumed as part of casting this spell\nDescription: You touch one piece of equipment throughout the casting of this spell and alter details of its shape and appearance. The object must maintain the same mass and general function - for example, a transmogrified ring is still able to be worn, but can be made wider and thinner to accommodate the finger of a larger creature. Weapons can be transmogrified into other weapons of similar size and weight (a warhammer into a shortsword, for example), and change their statistics accordingly. When the spell ends, the piece of equipment will revert back to its original form as soon as there is sufficient space to do so.\nThe amount of time it takes to transmogrify an object depends on the object itself. Most magical equipment is created with a slight automatic transmogrification effect allowing it to resize to fit a wearer.\n\n\nItem Rarity\nDifficulty\nMinimum Spell Level\n\n\nNone\n+0\n2nd\n\n\nCommon-Uncommon\n+1\n2nd\n\n\nRare-Very Rare\n+2\n3rd\n\n\nLegendary\n+3\n4th\n\n\nArtifact\n+5\n5th\n\n\nMaximum Size\nDifficulty\n\n\nNo larger than 2.5 feet in any dimension\n+0\n\n\nNo larger than 5 feet in any dimension\n+1\n\n\nNo larger than two connected 5-foot cubes\n+2\n\n\nNo larger than four connected 5-foot cubes\n+3\n\n\nNo larger than eight connected 5-foot cubes\n+4\n\n\nNo larger than 27 connected 5-foot cubes\n+5\n\n\nDifficulty\nCasting Time\nNumber of Casts for Permanent Effect\n\n\n0\n1 action\n3\n\n\n1-2\n1 minute\n5\n\n\n3-4\n10 minutes\n10\n\n\n5-6\n1 hour\n15\n\n\n7-10\n8 hours\n30\nSynergy. You can combine a casting of this spell with a casting of enlarge/reduce to create a one size smaller or larger version of an otherwise unusable item.\nPermanent Effect. Casting transmogrification on the same object once each day up to the amount indicated on the table causes the transmogrification to become a permanent property of the item. While holding a permanently transmogrified item, the user of the item can use a bonus action to switch the item between its original and transmogrified forms.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 24 hours. If you cast this spell using a slot of 5th level or higher, the transmogrification lasts until dispelled for non-artifact items."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transmute Coins\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A number of coins\nDescription: You turn a number of coins into a different kind of coin. The new coins appear like they are minted from the same minter as the original coins, and thus have appropriate designs upon their faces for that mint.\nYou can transform as much money as you can carry in a single casting \u2014 for reference, 50 coins weighs 1 pound \u2014 but only in the following batches. Any remainder that does not complete a batch does not transform.\n10 copper pieces into 1 silver piece, or vice versa\n50 copper pieces into 1 electrum piece, or vice versa\n100 copper pieces into 1 gold piece, or vice versa\n1,000 copper pieces into 1 platinum piece, or vice versa\n5 silver pieces into 1 electrum piece, or vice versa\n10 silver pieces into 1 gold piece, or vice versa\n100 copper pieces into 1 gold piece, or vice versa\n2 electrum pieces into 1 gold piece, or vice versa\n20 electrum pieces into 1 platinum piece, or vice versa\n10 gold pieces into 1 platinum piece, or vice versa"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transmute Earth\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Upon touching the earth, up to a 5ft cube transmutes into another state. Ores and minerals are untransmutable so raw nuggets of ores in stone will remain pure when a 5ft cube is transmuted, the remaining stone (or other transmutable Earth) is still transmuted upon the spell being cast. Stone that has high impurities and low traces of ore get fully converted to the new state (this mean impurities of ore, example gold in quartz, is wasted and unobtainable). Stone formed from this spell will have no traces of ores as this spell is unable to create ore from stone (or gold from lead). This spell follows the rule \"conservation of space\", this means the final product's volume(size) is equivalent to the starting product's volume.\nThe transformation table below shows what earth groups (or products) can be transmuted into. It will take longer to transmute Stone into Glass than it would be Clay into Ceramic due to how many steps it would take in the transformation table below.\nTransformation Table\n\nGroupStartResult\n0 (Ores/Metals)\nIron (Cold), Copper, Tin, Lead, Manganese\nGold, Adamantine, Mithril, Silver, Bronze\n\nnone\n1 (Hard)Stone Compact DirtGroup 1 or 2\n2 (Medium)Dirt GravelGroups 1,2,3\n3 (Soft)Sand, Clay, MudGroups 2, 3\n3.1 (Sand)SandGlass(impurities will change color and opacity)\n3.2 (Clay)ClayCeramic (impurities may change quality)\n4 (Smooth)Glass, CeramicGravel\n4.1 (Ceramic)Terracotta, porcelain, earthenware, stonewareGravel\nThe spell has multiple uses for example:\n- Help loosen earth in caves for mining\n- Help make stone pillars for support\n- Compact dirt to create roadways for travellers\n- Creating Bricks, Pavers and roof tiles for houses\n- Loosening earth for farm work\n\nCharacter Levels:\n- 1: Access to Group 1 and 2\n- 5: Access to Group 3 (2\u00d7 5ft cubes)\n-11: Access to Group 4 (3\u00d7 5ft cubes)\n-17: Able to transform materials twice (4\u00d7 5ft cubes)\n\nThis spell has no affect against creatures who are made up of part(s) of the classified groups, example clay golems.\nIt is also to be noted that the spell Transmute Rock has the ability to also transmute mud to rock and rock to mud. This has a target of 512 times more volume and a greater range of 120ft instead of touch. This is reasonable as that's a level 5 spell whilst this is a cantrip. This spell is also meant to help define the types of earth for game mechanics"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transmuted Inventory\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a jewel that worth 50gp or more, the items that are to be transmuted\nDescription: You take 1 hour with as many pounds of equipment as your spellcasting modifier x35 and magically condense it into a small gem. The gem must be worth 50gp or more since gems under this value have too many imperfections to contain the magic. Items that are put within the stone cannot be retrieved until the spell ends (which makes all of the items spill out of the stone within a 10ft radius). The spell can be ended by you with no action required, the spell ends if the stone is more than 50ft from you or if the stone enters an area or is affected by something that suppresses or ends magical effects (such as Antimagic Aura or Dispel Magic).\nAt Higher Levels. When you cast this spell using a spell slot of 3 or higher the multiplier increases by 5 for each level (I.E a 3rd level spell slot gives you x40, a 4th level spell slot gives you x45 and so on."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Traumatic Teleport\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You attempt to instantly transport a creature within range into a solid object you can see within 120 feet of you that is the large enough to hold the creature. The creature must make a Constitution saving throw. On a failed save, it partially teleports into the object, and takes 6d10 force damage, and is restrained. On a successful save, the creature takes half as much damage but is neither teleported or restrained.\nA creature restrained by this spell must make a Strength saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends and it breaks free of the restraining object, moving into an unoccupied space within 5 feet of where it was restrained"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Trebuchet\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Choose one Large or smaller creature or object within range. The target must succeed a Strength saving throw or it flies in a straight line up to 1 mile in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface, if it succeeds it flies only for 120 feet, an object automatically fails the saving throw. If the target would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes the creature and unless it is Huge or bigger the creature starts moving with the target. When the target strikes something, the target, everything that moves with it and what it strikes each take 6d8 bludgeoning damage. If the target strikes more than three Large creatures the target stops and falls prone with whoever was carrying, two Medium or Small creatures count as one Large creature, and two Tiny or smaller creature count as a Medium creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tree\nLevel: 1\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a nut or seed which is consumed by the spell\nDescription: In an unoccupied space in range, you conjure a Large tree of any height of your choosing up to 10 feet. It has an armor class of 16, 30 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points can be restored by other spells and magic effects as if it was a creature.\nA Medium or Small creature can use the tree as half cover. A Tiny or smaller creature can use the tree as three-quarters cover.\nOnce on each of your turns, you can use your bonus action to cause the tree to vanish and instantly reappear at any point within 30 feet of where it was and where you are now.\nAt the end of the duration, the tree persists as a natural plant if it is settled upon suitable soil. If not, the tree immediately withers away into nothingness.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell slot level above 1st the hit points increase by 10 and the potential height increases by 10 feet"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tree of Life\nLevel: 7\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: In an unoccupied space in range, you conjure a Huge tree that fills a cylinder 5 feet in diameter, with a any height of your choosing up to 60 feet. This tree has AC 16, 100 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points cannot be restored by magic. The tree's leaves glow with an emerald-like luminescence that spreads bright light to a radius of 60 feet, and dim light for another 60 feet.\nIf a creature starts its turn within the tree's light, or enters it on its turn, you may reduce the tree's remaining hit points by 10 (no action required) for that creature to regain a number of hit points equal to 2d6 + your spellcasting ability modifier if it is neither construct nor undead. The creature is absolved of the blinded, frightened, and poisoned conditions\u2014and for the duration it ignores difficult terrain within the tree's light.\nAlternatively, you may expend 10 hit points from the tree to force that creature to make a Constitution saving throw. On a failure, the creature takes 3d6 necrotic damage and for the duration treats movement within the light as difficult terrain.\nOnce the tree runs out of hit points, the spell ends, and the tree rapidly withers away into nothingness.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the healing and damage both increase by 1d6"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tree Shape\nLevel: 2\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 8 Hours\nComponents: V, S\nDescription: For the duration, you assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. All clothing and gear carried or worn changes with you. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an AC of 20, but gain no benefit from shields or other effects that increase AC. You automatically fail all Dexterity checks and saving throws, and you have a speed of 0 feet.\nWhen you cease concentration on this spell, you instantly return to your normal form."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tremorsense\nLevel: 0\nSchool: Divination\nClasses: Artificer, Cleric, Druid, Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Round\nComponents: S\nDescription: You feel the earth with your body to detect movement through its medium. Until the beginning of your next turn, you have tremorsense to a range of 60 feet in all directions from the point the spell was cast.\nYou can sense which direction objects or creatures are moving, and what general size category objects or creatures may be. You cannot tell the difference between creatures and objects using this sense, nor can you tell what kind of creature or object it is.\nEvery foot of fluid or loose material, such as water or sand, counts as two feet for the purposes of considering maximum distance with this tremorsense."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tri-Disaster\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120Ft. (35Ft Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You invoke three spheres of varying energy types to manifest above a designated area with a chant. A single command brings them down to bear on the targeted area and every creature within 35 feet must make a Dexterity save or take 3d8 of three damage types of your choice. A successful saving throw halves damage taken. The designated damage types must be one your character has affinity with; I.E. from spells you already know, your race, your class, et-cetera.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of each designated type increases by 1d8 per level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tri-Element\nLevel: 1\nSchool: Evocation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an ember, a lodestone, and a small icicle\nDescription: When you cast this spell, you cause a lightning bolt to appear out of the sky to strike a creature of your choice in range. Make a ranged spell attack against the target. On a hit, the target then takes 1d6 lightning damage, 1d6 fire damage, and 1d6 cold damage as the lightning bolt briefly transforms into a giant flame, which then freezes into ice and finally disappears.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the damage of the lightning, fire, and cold damage dealt by 1d6 each."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tribute to the Dark Ones\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: The melee weapon used to cast this spell becomes overwhelmingly enhanced with necromantic energy. Whenever it is used to reduce a creature to 0 hitpoints, their soul is sucked directly into an outer plane of the caster's choice, rendering them unrevivable except by means of divine intervention or the wish spell.\nOn their next turn, they are risen as a zombie under your control. This has no effect on constructs or undead. When the spell ends, the undead are still under your control for the next 24 hours, but afterwards they aren't anymore."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Trip Grenade\nLevel: 3\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60Ft (15-Foot Cone)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast\nDescription: You throw a Stick like grenade that stick to any surface to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity saving throw or take 3d8 damage. On a successful save the target takes half damage.\nThe grenade uses a motion detector allowing it to find hidden or invisible creatures that enters the grenades 15 ft cone, the detector uses your passive perception score, the creature must make Stealth check against the grenade detector to avoid detonation.\nThe Grande can remain on the surface indefinitely unless disarmed by you or another creature. To disarm the grenade the creature must make an Intelligence save against your spell save DC.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Annihilation\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small black marble\nDescription: You attempt to truly annihilate your opponent, wiping them from reality. Choose a target within 120 feet of you. They must make a Constitution saving throw, taking 12d10 necrotic damage on a failed save, or half as much on a successful one. In addition, if this damage brings them to 0 hit points, they immediately die and cannot be resurrected by any means short of a wish spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Contingency\nLevel: 9\nSchool: Evocation\nClasses: Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: 1 Year\nComponents: V, S, M\nMaterial cost: a statuette of yourself carved from adamantine and decorated with gemstones worth at least 10000 gp and a ornamented golden ring worth at least 500 gp, which the spell consumes\nDescription: Choose a spell of 8th level or lower that you can cast, that has a casting time of 1 action, bonus action, or reaction, and that can target you. You cast that spell called the contingent spell as part of casting true contingency, expending spell slots for both, but the contingent spell doesn\u2019t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a true contingency cast with mind blank might stipulate that mind blank comes into effect when you a creature attempts to read your thoughts using a spell or similar method.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then then true contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, true contingency ends on you if its material component is ever not on your person."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Glimpse\nLevel: 1\nSchool: Divination\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A glass or crystal lens worth at least 10gp\nDescription: For a few fleeting seconds, you can see what truly is. Until the end of your next turn, or for the next 10 seconds, you have truesight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Level\nLevel: 0\nSchool: Divination\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a gyroscope\nDescription: You touch a creature, giving it the mightiest sense of balance in the universe for a hot minute.\nUntil the end of the duration, the creature always knows which way is up, and has advantage on Dexterity checks and saving throws made to maintain its balance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Mind Switch\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.\nYou and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable, but you still technically retain that feature.\nIf the target creature's body dies while you are in it, you die, and the target creature remains alive in your natural body. The opposite is also true if your natural body dies while the target creature's mind is inside it.\nAs the spell's effect is instantaneous, you and the target creature cannot be forced to return to your natural bodies by means of dispel magic, antimagic field, or a similar effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Resurrect Skeleton\nLevel: 9\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: some portion of the skeleton or tooth of the creature to be resurrected\nDescription: You restore life to a deceased creature. You can resurrect a creature that died as much as 10 years per caster level before the caster's birth. This spell can bring back creatures whose bodies have been almost entirely destroyed, provided that you have at least a tooth, a fragment of bone, or some bone dust from their former skeleton. In addition, the subject\u2019s soul must be free and willing to return. If the subject\u2019s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells, and their flesh is restored to their body. None of the skeleton\u2019s equipment or possessions are affected in any way by this spell.\nYou can revive a creature killed by a death effect or creature who has been turned into an undead skeleton.\nThis spell can only resurrect creatures that once had bones.\nEven true resurrect skeleton can\u2019t restore to life a creature that has died of old age."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Seraphim\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V\nDescription: By channeling and taking the powers of the higher planes, you become something more than man. For the duration, you benefit from one of the following.\nWisdom. Your armor class increases by +3, and your spellcasting modifier increases by +2\nPower. You gain a flying speed of 60 feet, and all attacks deal an extra 10 damage.\nPride. Your bonus to saving throws increases by +3, and you are immune to all conditions, barring unconsciousness via being reduced to 0 hitpoints.\nAfter the spell ends, you gain 2 levels of exhaustion"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Stasis\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: A working timepiece, which stops working upon casting the spell.\nDescription: You touch your fingertips and a timepiece to an object, creature, or collective and cause that target to be stopped in time for 6 seconds, unable to be moved by any force. Velocity from before the target was put in stasis is applied while in stasis, and any forces exerted, damage dealt, and spells cast on the target while in stasis are applied instantaneously upon exiting stasis.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time the target stays in stasis increases by 1 round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Strike, 2nd Variant\nLevel: 0\nSchool: Divination\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Round\nComponents: S\nDescription: You extend your hand and point a finger at a target in range, granting you supernatural insight into how to best harm the target. You gain advantage on the next attack roll you make against the target, provided the spell has not yet ended. If the attack is on an object and hits, it inflicts 1d6 additional points of damage, if it is on a creature it inflicts 1d4 additional points of damage.\nThe extra damage inflicted by the attack increases by 1d6/1d4 respectively when you reach 5th level (2d6/2d4), 11th level (3d6/3d4) and 17th level (4d6/4d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Strike, Variant\nLevel: 0\nSchool: Divination\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Round\nComponents: S\nDescription: You extend your hand and point a finger at a target in range, granting you supernatural insight into how to best harm the target. You gain advantage on the next attack roll you make against the target, provided the spell has not yet ended. If the attack hits, it deals an additional 1d8 damage.\nThe extra damage dealt by the attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).\nWhen you cast this spell on a creature, you can choose to learn the most pertinent weakness that creature has in the current situation. This is usually a damage vulnerability, but the spell can also reveal such things as to how to bypass an immunity or resistance, or even the existence and location of a weak spot. Once this spell has revealed information about a creature in this way, you must finish a long rest before you can choose for it to do so again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Truer Strikes\nLevel: 1\nSchool: Divination\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: Point a finger at a creature within range. You gain better insight into the target's defenses. For the duration, you have advantage on the first attack roll you make against that target on your turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Turn Tables\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Instantaneous\nComponents: V, S\nDescription: You attempt to swap places with one other creature within 60 feet. Point your finger at the creature you wish to swap with and force them to make a Wisdom saving throw. If they fail, you both teleport to each other's position. The target must be the same general size as you.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases to 120 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Turn the Blade\nLevel: 3\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bended metal rod\nDescription: You force creatures within range to swing unwillingly. You may choose to force any creatures within range to make an attack with whatever weapon they're holding against a target of your choice, forcing 1d4+1 attacks.\nAt Higher Levels. When cast at 5th level or higher, increase the amount of attacks made by 1d4 for every two levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Twilight Blast\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Brilliant swirls of dark and light energy swirl towards your targets in a starry fashion. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.\nThe spell creates more than one swirl of energy when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Twin Bolts of Demonfire\nLevel: 4\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon two churning bolts of dark-colored liquid fire from the lower planes and hurl them at targets within range. You can hurl them at one target or two.\nMake a ranged spell attack for each bolt, with advantage on your attack roll if the target is a fiend or undead. On a hit, the target takes 3d6 fire damage and 3d6 necrotic damage, or 3d10 fire damage and 3d10 necrotic damage if the target is a fiend or undead. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 (1d10 if the target is a fiend or undead). When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 2d6 (2d10 if the target is a fiend or undead). When you cast this spell using a spell slot of 9th level, the damage increases by 3d6 (3d10 if the target is a fiend or undead)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Twisting Tendril\nLevel: 6\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: an onyx\nDescription: You may create a necrotic tendril with an area made up twelve 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube and must be with the spell's range. All creatures in the tendril's space at the start of their turn and all creatures that move through the tendril's space must make a Strength saving throw. On a failure the creature takes 4d8 necrotic damage and their speed is reduced by half until the start of your next turn. On a success the creature takes half of the damage and their speed is not halved. On your turn, you may use a bonus action to move the tendril to another space within range.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th or higher, the damage increases by 1d8 for each slot level above 6th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Twitch\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a marionette's control bar\nDescription: One target that you can see within range must make a Wisdom saving throw against your spell save DC. On a failed save, the target makes a slight involuntary action of your choosing. For the duration, the target's next ability check, attack roll or saving throw is reduced by 1d4.\nThe caster must decide the nature of the twitch as it relates to the desired outcome. For example, a caster could make a creature swallow its tongue, reducing the effectiveness of a Charisma (Performance) check.\nThe spell has no effect if the target is undead, if it doesn't understand a language, or if your intended action is directly harmful to it"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tydellbub's Instant Latrine\nLevel: 2\nSchool: Conjuration (Ritual)\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Month\nComponents: V, S\nMaterial cost: impatient jumping up and down), M (a small moon-shaped charm; 5 sheets of parchment, which the spell consumes\nDescription: Choose a point you can see on the ground within range that consists of dirt, sand, or some other loosely-packed earth. A finely-constructed wooden outhouse appears at that location. The latrine occupies a 5-foot by 10-foot space, and comes equipped with pit 5 feet wide and 10 feet deep, a mahogany seat, 4 rolls of the finest bathroom tissue that are restocked each dawn, a small basin with a flask that pours up to 2 gallons of clean water each day, an up-to-date copy of the nearest printed newspaper, and a small wall-mounted garden of exquisitely-smelling and colourful flowers that never wilt for the duration of the spell. Any items created by this spell vanish if they are removed from the space of the latrine.\nThe outhouse automatically dematerializes after one month, leaving behind a small pile of dirt patted flat with a flower or sapling planted in it. If the spell is recast on the outhouse at least once every week before this time is up, it becomes a permanent structure. As an action while the caster is within sight of the outhouse, they may choose to dematerialize it early, choosing whether or not the pit is filled back in with dirt."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ultimatum\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (500Ft Radius)\nDuration: Instantaneous Or Concentration, Up To 1 Minute\nComponents: V, S\nDescription: This spell is arguably the most dangerous in terms of raw destructive power. You call upon all the magic you can muster and release it in one final blast.\nWhen you cast this spell, you can expend as many available spell slots as you wish (including the one needed to cast this spell). Then, all creatures within 500ft of you must make a Constitution saving throw at disadvantage, taking 2d10 force damage per level of spell slot expended, or half as much on a success. You also take this damage, which for you cannot be reduced in any way. Should your Hit Points fall to 0 from this damage, you instantly die and your body is disintegrated. Spells such as Death Ward cannot stop this spell from killing you, and nothing short of a Wish can bring you back.\nShould you choose, you can also channel this spell for more power. By maintaining concentration for up to 1 minute, you add an extra 2d10 per round spent channeling."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Umber Stride\nLevel: 3\nSchool: Conjuration\nClasses: Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A ferret's skull or a petrified rat's paw\nDescription: When you cast this spell, you select an unoccupied space that you can see within 60 feet of yourself. You instantly teleport to that point as you pass through the shadowfell, and every creature within 10 feet of that space must make a Constitution saving throw or take 3d8 necrotic damage as they are assaulted by necromantic energy. Creatures take half damage from this spell on a successful saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you deal an additional 1d8 necrotic damage for each spell level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Umbral Visage\nLevel: 0\nSchool: Illusion\nClasses: Warlock, Wizard\nCasting time: Bonus Action\nRange: Self\nDuration: Until Dispelled\nComponents: S\nDescription: You meld with the shadows, allowing yourself to be practically unnoticeable in dim or dark light. As long as you remain within darkness or dim light, your movement speed is reduced by 10 feet and you gain advantage on Stealth checks. Entering an area of bright light ends this effect, and you may end this effect as an action or bonus action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Un-Blight\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard, Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Hand full of sand\nDescription: Transmutation energy covers a creature of your choice that you can see within range, moisturizing and giving vitality to it OR causing elemental or entropic creatures to be damaged. If the target is living, and not a plant, roll a Constitution saving throw, if successful the target regains a number of hit points equal to 4d8 + your spellcasting ability modifier. If the target is an Elemental, a Construct, or Undead, the target must make a Constitution saving throw or be damaged for 8d8 Radiant damage. On a failed save, the damage or healing is halved.\nIf you target a mundane plant, or plant creature or a magical plant, it does not make a saving throw, and the spell deals maximum healing to it and cures any poison or disease the plant may have.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage or healing increases by 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unbalance Emotions\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: As a action, you may touch two humanoids that can understand you, one of which must be willing. This can include yourself. Then choose a emotion such as Anger, Love, Disappointment, or even bloodlust. Then both creatures will roll a flat d100, the person who rolled lower then the winner will now feel whatever emotion you picked strongly to the winner. The loser will act as if they had always felt this emotion to the winner, however for example if you choose bloodlust and your in public, the loser will not just kill the winner unless they are evil. The loser's personality does not change. The loser will also act as if they do not know they have had this cast upon them, even though the winner will. When the spell ends everything will return to normal and the loser will remember they had this cast upon them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Uncanny Outfitting\nLevel: 0\nSchool: Conjuration\nClasses: Bard, Paladin, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Any armor or attire you are wearing is instantly doffed, and at your option any armor or attire stowed on your person is instantly donned in its place. The armor or attire you doff can be stowed in an appropriate place on your person, or dropped harmlessly at your feet. For the purpose of this spell, you can don or doff any shield as if it was part of your armor"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undead Artisans\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Indefinite\nComponents: V, M\nMaterial cost: small or medium humanoid corpse, Incense worth 5sp or more\nDescription: You place the incense upon the body\u2019s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of manual labour, it only understands basic word in the language(s) it once knew. The telepathic link is only of 30ft in range.\nIt is extremely proficient in making tools or weapons or even works of art but lacks the key skill of moving items making it require and outside source to move the materials and the products\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher it no longer require incense to perform the spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undead Dragon\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of dragon blood, a dragon's scale, and the bone of a dragon\nDescription: This spell creates an undead servant from the corpse of a dragon. Choose a pile of dragon bones or a dragon's corpse within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. If the target's original CR does not exceed 10, it gains the skeleton template if you chose bones, or the zombie template if you chose a corpse. If the creature's original CR does exceed 10, instead apply the respective template to the statistics of an young red dragon and use these statistics for the creature. If the dragon retains a breath attack, this attack now instead deals necrotic damage instead of its former damage type.\nOn each of your turns, you can use a bonus action to mentally command the dragon you made with this spell if the dragon is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. You cannot simultaneously control another creatures with any spells (such as with dominate monster, conjure elemental, or animate dead) without losing control of the creature created by animate dragon"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undead Manual Work Force\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: Indefinite\nComponents: V, M\nMaterial cost: small or medium humanoid corpse, Incense worth 5sp or more\nDescription: You place the incense upon the body\u2019s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of complicated behaviour such as craftsmanship, it only understands basic word in the language(s) it once knew. The telepathic link is only of 30ft in range.\nThis undead is extremely proficient in manual labour tasks such as hauling and mining or farming but lacks the skills to create other items using those.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher the need for incense is removed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undead Minion\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Hour(Ritual)\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of your blood\nDescription: Using the basics of Necromancy, you create a Minion to serve you after its life has ended. Upon casting this spell, you lose the use of 1 hit dice. You touch 1 corpse or pile of bones that you raise with the use of this spell, its Challenge Rating must be equal to or less than 2. You can only get one undead creature from this source. The creature is raised as an undead creature with the same statistics it had in life except for the below alterations depending on the source.\n\nZombie:\nIt gains the following changes unless it already has better ones:\nIts Strength becomes 14.\nIt becomes proficient in Strength and Constitution saving throws.\n\nIn addition its Intelligence becomes 3, its movement speed is reduced by 10 ft, Speed cannot be reduced below 5 ft. It also gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Constitution save against 5 plus the damage dealt to be reduced to 1 hit point instead).\nSkeleton:\nIt gains the following changes unless it already has better ones:\nIts Dexterity becomes 14.\nIt becomes proficient in Dexterity and Constitution saving throws.\n\nIn addition its Intelligence becomes 6. If the minion had flying speed while it was alive, that speed is halved. The Minion is vulnerable to Bludgeoning Damage.\nWhether it is a Zombie or a Skeleton, Its creature type changes to undead.\nThe Minion always gains the following changes unless it already has better ones:\n60ft. darkvision\nIts Constitution becomes 16.\nIt gets immunity to diseases.\nIt gets immunity to poison damage and the poisoned condition.\nIt gets resistance to necrotic damage.\n\nThe Minion cannot speak, but it can understand languages it previously knew and can understand simple words and sentences spoken by its creator in any language. It also loses any legendary and lair actions that it might have had in life as well as the ability to use spell slots. Finally, any attack that deals a damage type other than bludgeoning, piercing or slashing now deals necrotic damage.\n\nBeing an Undead, it does not need to eat, drink, breathe, or sleep and is immune to the effects of the Exhaustion condition.\nFrom being an Undead, it cannot heal in any way be it magical healing or potions, unless the spell is of the necromancy school. The only way for the Undead to regain hit points is for them to be created again.\nIt rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you) while it is within 300 ft of you. If no command is given, it will defend itself to the best of its ability.\n\nWhen the Undead creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse/pile of bones is treated as the corpse/pile of bones of the original creature for the purposes of creating another Minion.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating of the creature that you can create increases by 1 for every level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undead Non-Living Bomb\nLevel: 3\nSchool: Necromancy\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Instantaneous\nComponents: V, S, M\nDescription: You send spores in a 10-foot radius to a location in range that you can see. All the undead that are currently under your control in that area suddenly explode, affecting creatures in a 10-foot radius of each exploding creature. Creatures within the area of the explosion must make a Dexterity saving throw or take 3d10 necrotic damage, taking half damage on a successful save.\nIf the explosion hits a dead body or a pile of bones, the spores will infect that and explode in a 5-foot radius with the same save, but 1d10 necrotic damage instead.\nAt Higher Levels. At higher levels: If you cast this spell with a spell slot of 4th or higher, it deals 1d10 bonus damage for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Undine Communion\nLevel: 0\nSchool: Enchantment\nClasses: Artificer, Druid\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: By communing with the undines around you, you understand the will of water for a short time. One creature within range has their swimming speed increased by +15 ft. until the end of their next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unholy Flame\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Flame-like malevolence descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.\nAt Higher Levels. 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: Unholy Flame, Variant\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: A sphere of black fire comes forth from your hands engulfing the area around you. Each creature in a 15-foot sphere originating from you must make a Dexterity saving throw. The target gains no benefit from cover for this saving throw. On a failed save, a creature takes 7d10 necrotic damage and can not regain hit points until the start of your next turn. On a successful save, the creature takes half as much damage and can regain hit points as normal.\nAt Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unholy Frenzy\nLevel: 3\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 40 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a small skull or voodoo doll\nDescription: Choose a creature you can see within range. You infuse its mind and body with death energy, sending it into a killing frenzy. The target must make a Wisdom saving throw. On a failed save, the target goes into a frenzy for the duration\nof the spell.\nWhile in a frenzy, the creature must use its movement to move towards any creature it can see that it can reach this turn if possible, and then use its action to attack that creature. It cannot cast spells or maintain concentration on\nany spell except this one while in a frenzy, and it cannot choose not to kill a creature that it reduces to 0 hit points.\nFor the duration of the spell, whether or not the target failed its saving throw, its body is infused with unholy power. The creature\u2019s melee weapon attacks deal extra damage equal to your Charisma modifier, and whenever it uses the\nAttack action, it makes one more attack than usual. At the start of each of its turns, it takes 2d6 necrotic damage. This damage can\u2019t be reduced or prevented in any way."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unholy Touch\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Foot\nDuration: Istantaneous\nComponents: V, S, M\nMaterial cost: 1 vial of blood\nDescription: You can use your unholy Blood both for healing and for damaging an enemy. You make a ranged Attack throw on an enemy. You deal 1d8+ your spell modifier damage to your enemy and you choose an ally in the range of 36 ft.The ally chosen Will regain HP equivalent to the damage you dealt.\nAt Higher Levels. When you cast this spell using a spell slot of Xth level or higher If you cast this spell using a 3rd spell slot the damage dealt and the healimg increase of 1 d8 for each slot higher than 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unholy Weapon\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a floating, unholy weapon within range that lasts for the duration or until you cast this spell again. The weapon can take whatever form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier.\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\nAt Higher Levels. When you cast this spell using a spell slot 4th level of or higher, the damage increases by 1d8 for every two slot levels above the 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unleashed Shadows\nLevel: 9\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You take control of the shadows around you and unleash them to turn the tides of battle in your favour. You produce the following effects:\nYou and up to 6 undead under your control regain 5d6 hit points.\nUp to ten creatures which aren't undead or constructs of your choice within range must succeed on a Constitution Saving Throw or take 10d6 Necrotic damage, or half as much if they succeed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unmoored Ego\nLevel: 5\nSchool: Divination (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Concentration, Up To 20 Minutes\nComponents: S, M\nMaterial cost: a totem or trinket of personal significance\nDescription: Choose a creature or character that you have seen, that is currently within 90 feet of you. You are Incapacitated for the duration of this ritual. You release your mind into an astral form and enter theirs, choose one spell that they can cast.\nIf they are not an ally, they must roll a Wisdom Save; on a success this ritual ends and you take 1d4 psychic damage; otherwise, you temporarily gain that spell and a spell slot of its level until you cast it, and it is nonetheless a class spell for you. They cannot cast that spell until after you cast it; the spell and its temporary spell slot are released 20 minutes after the ritual. The creature or character whose spell was taken gains 1d8 temporary hit points per Spell Level (ex. 2nd Level spell equals 2d8, etc.) for the next 20 minutes, or until they are removed.\nIf they cannot cast any spells, they must roll a Wisdom Save. On a failed save, the target takes 5d8 psychic damage. On a success, they take half damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unnerve\nLevel: 5\nSchool: Necromancy\nClasses: Artificer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: As you touch a willing target, you rip every single nerve ending out of their body, completely removing their ability to feel pain. For the duration, they cannot take damage from anything but a critical hit.\nHowever, after the spell ends, all of the target's nerves shoot back into their body, causing excruciating pain. They must make a DC 30 Constitution saving throw, or be paralyzed for the next 8 hours, as they writhe and scream in pain. On a success, they are only paralyzed for one hour."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unstable Sphere\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: broken glass\nDescription: You summon an entropic, fractal orb of light to blind and burn your enemies. In a 5-foot cube you can see within range, a sphere of twisting mirror-like prisms appears. Any creature in its space when the spell is cast must succeed on a Dexterity saving throw or take 4d6 radiant damage, taking half that on a success. Then, each creature in a 10-foot radius around the sphere must succeed on a Constitution saving throw or be blinded for 1 minute. A blinded creature may remake the Constitution saving throw at the beginning of each of its turns, ending the effect on itself on a success.\nOn your turn, as an action, you can make a spellcasting ability check with a DC of 12. If you do, you may move the sphere up to 30 feet in any direction. It can squeeze through openings as small as 1 inch in diameter. If you do not use your action to move the sphere, or if you fail to control it, the sphere moves 30 feet in any number of directions on its own. Any creature whose space it passes through must succeed on a Dexterity saving throw or take 2d6 radiant damage.\nIf the sphere stops moving in a creature\u2019s space, that creature must succeed on a Dexterity saving throw or take 3d6 radiant damage, taking half that on a success. Then, the sphere repeats the blinding effect as seen above.\nFinally, if you roll 3 or more 6s when you roll damage for the sphere, the sphere explodes violently. Every creature in a 30-foot radius from the sphere must succeed on a Dexterity throw or take 6d6 radiant damage, taking half that on a success, and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Updrafts\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a bronze whistle\nDescription: You gather the winds around you to lift up and bolster you and\nyour allies, making you light and nimble as the air itself.\nChose up to 4 allies you can see within range and no more than 30\nfeet apart to be affected by the spell. Creatures affected by the\nspell gain the following benefits:\nMay not be targeted by Opportunity Attacks\nHave advantage on Dexterity saving throws\nCreatures gain +2 AC\nAffected creatures gain a flying speed equal to their speed,\nthough they must maintain no more than 10 Feet from the\nground or the spell ends for them.\nWhen a creature affected by the spell makes a melee or\nranged weapon attack, it deals an additional 2d4 Wind damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Uprooted Sacrifice\nLevel: 0\nSchool: Necromancy\nClasses: Druid\nCasting time: 1 Action\nRange: Varies\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a ranged spell attack roll against a creature you can see in range. If you are above ground, outdoors, and in darkness, the range of this spell is 30 feet and you gain advantage on the attack roll. Otherwise, the range is touch, and you do not gain advantage.\nOn a hit, you deal 1d12 necrotic damage, but yourself take 1 force damage.\nThis spell's necrotic damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). The force damage you take increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vacuum\nLevel: 8\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a glass phial containing a magically perfect vacuum, worth 500 gp\nDescription: With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius of 20 feet.\nA wall of magical force expands outwards from the center, hedging out all air, gases and mists but passing through solids and liquids.\nEach creature in the area must succeed on a Constitution saving throw or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature has its breath sucked out and it begins to suffocate.\nA creature cannot enter the area whilst holding its breath unless it succeeds on a Constitution check against your spell save DC.\nThe lack of air has a number of other effects:\nFlight that relies upon the existence of air is impossible; any such flying creatures fall to the ground within the affected area.\nAll non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a fire spell, the caster may make a spellcasting ability check against your spell save DC: on a success the fire spell persists, but on a failure the effect is dispelled within the affected cylinder.\nEach creature within the area take 1d6 cold damage at the start of its turn and when entering the area for the first time on a turn due to the lack of ambient heat from the air.\nEach creature within the area takes 3d10 necrotic damage at the start of its turn and when entering the area for the first time on a turn due to its bodily fluids evaporating due to the low pressure. Constructs and undead aren\u2019t affected, but plants and water-based creatures take an extra 2d10 damage from this effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vacuum Zone\nLevel: 8\nSchool: Abjuration\nClasses: Warlock, Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: S\nDescription: You manipulate the air around you to create a vacuum, where there is no air. You create a 60 feet radius sphere, centered on a point within range. This sphere of influence has the following effects:\nAll gases are hedged out of the area and cannot enter it.\nA creature that doesn't hold its breath while in the area will begin to suffocate.\nAll sound is muted. Creatures are considered deafened, can't speak, and can't cast spells with verbal components.\nSpells and other effects that depend on sound or hearing are suppressed.\nAll thunder damage in the area is negated."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vala's Red Powder\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: a piece of charcoal, which is consumed by the spell\nDescription: Crushing a piece of charcoal in your hand, it transforms into a swarm of flying red motes that are unleashed upon your foes. Target a number of creatures up to your spellcasting ability modifier that you can see within range. Each target must succeed a Dexterity saving throw or be blinded for the duration. At the end of each of its turns, the target can make a Dexterity saving throw. A successful save ends the effect on that creature, and a failure deals 1d4 fire damage to the creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Valkyries Strike\nLevel: 0\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: A weapon\nDescription: Prerequisite: Valkyrie Patron\nYou make a melee attack with a weapon against one creature, otherwise the spell fails. Crackling divine energy imbues one weapon you are holding. On a hit, the target suffers the attack's normal effects, and must make a Wisdom saving throw or take 1d8 radiant damage, or 2d8 if the target is an abberation, fiend, or undead.\nThe spell's damage increases by 1d8 when you reach 5th (2d8/3d8), 11th (3d8/4d8), and 17th (4d8/5d8) levels. In addition, after 5th level, this spell does\nRadiant damage equal to your spellcasting modifier on a successful hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vampiric Aura\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V\nDescription: Life-draining energy radiates from you in an aura with a 30-foot radius. 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 6d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vampiric Blade\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a drop of blood and a weapon\nDescription: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it takes an additional 6d6 necrotic damage, and you regain hit points equal to half of the necrotic damage dealt.\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vampiric Cloak\nLevel: 5\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Minute\nComponents: V, S\nDescription: You wrap yourself in a cloak of life-transferring energy. Whenever a creature hits you with a melee attack, they take 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level higher than 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vancora's Tentacles of Madness\nLevel: 2\nSchool: Illusion\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A bit of ash, a sprig of deathbell\nDescription: You grasp the mind of a creature that you can see within range with tentacles formed of inky madness that seem too real to disbelieve. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and is paralyzed until the end of your next turn. On a successful save, the creature only takes half damage, and is not paralyzed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature within range for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vanishing Trick\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a clear vial of air\nDescription: A thin green ray springs from your pointing finger to a Large or smaller creature that you can see within range. They must make a Wisdom saving throw, or become invisible, blinded, deafened, and incapacitated for the duration. At the start of their turn, they may reattempt the save, ending the effect on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vankodek's Black Widow\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a spider trapped in amber\nDescription: When you cast this spell, eight skeletal spider-like limbs violently protrude from the your body. You gain the following benefits.\nYour armor class increases by 2.\nYour movement speed increase by 10 feet, and you gain a climbing speed equal to your walking speed. While walking, you can suspend yourself up to 5 feet above the ground.\nWhen you make a spell attack, you can use your bonus action to make a melee spell attack with your additional spider limbs against a creature within 10 feet of you, dealing 1d6 magical piercing damage on a hit.\nAt Higher Levels. When cast at 6th level or higher, the bonus to movement increases by 10 for every level above 5th. Additionally, the spider limbs deal an extra 1d6 piercing damage for every two levels above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vankodek's Bloody Stitches\nLevel: 3\nSchool: Necromancy (Ritual)\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bloodstone worth 250 gp and the limb replacement, described later\nDescription: Touch one creature who is missing a limb of some kind. Then, touch one severed limb(it does not have to be theirs) which would make a suitable replacement. It immediately attaches to their body, and they regain functionality in that limb.\nA suitable replacement is:\nOf a similar or same size as the creature's normal version. For example, replacing a human's arm with an orc's arm is possible, but a giant's arm with a halfling's is not.\nHas not been dead for more than 10 minutes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vankodek's Chimeric Transformation\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: Self\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: a necklace which contains a cubic inch of material from both the caster and the intended target\nDescription: After casting this spell, touch one creature with a CR of 7 or lower that is either willing or restrained. They merge into your body, your appearance becoming a blend of the absorbed creature and your own. You gain the following benefits.\nDetermine the creature\u2019s highest ability score. That score of yours increases by 2.\nYou have full access and control over any action and feature the creature you have absorbed, barring features which directly increase your hitpoints. For example, by merging with an oni, you can use their Shape Change, have access to their Innate Spellcasting, but do not benefit from their Regeneration.\nIf the creature is still unwilling, every hour they remain absorbed, they may make a Charisma saving throw, ending this spell on a success. If they are to succeed, they reappear in the closest space available to you.\nYou can only have one creature absorbed in this way at a time.\nAt Higher Levels. When casting this spell at 8th level or higher, increase the maximum CR of targetable creatures by 1 for every level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vecna's Reanimation\nLevel: 7\nSchool: Necromancy (Ritual)\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 24 Hours\nComponents: V, S, M\nMaterial cost: A glass eye worth at least 100 gp, which the spell consumes\nDescription: You burn up the glass eye used in the spell's casting and turn it into an undead spirit that watches over you for the duration. If you die before the spell ends, the spirit sacrifices itself in your place, raising you from the dead with hit points equal to half of your maximum hit points.\nThis spell also neutralizes any poisons and cures any diseases, curses, or other similar effects you had at the time you died that would cause you to die again within the next hour of you returning to life. It does not neutralize any other effects.\nThis spell closes all mortal wounds, but it can't bring back missing body parts. If you're missing any parts essential for survival \u2014 such as your head \u2014 the spirit will bring you back to life and you will in all likelihood die all the same."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Veil of Compressed Time\nLevel: 4\nSchool: Abjuration\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Closing your eyes and outstretching your arms and muttering a few Astral words a blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found.\nWhen a weapon successfully hits the veil, it releases a small amount of stored energy in a miniature explosion.\nOnce this spell has been cast, your AC increases by 2 additionally, once you have been hit the target must make a Constitution saving throw or it takes 5d8 Force damage and the spell fades.\nAt higher levels, When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional minute for each spell slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Veitch's Marvellous Letter\nLevel: 1\nSchool: Conjuration (Ritual)\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Up To 24 Hours\nComponents: S, M\nMaterial cost: a wax seal, preferably blue\nDescription: You conjure a letter with up to 150 words written in it. It flies to a target that you designate at a speed of 6 mph. If it does not reach the target in 24 hours, it disappears. This letter cannot be dampened or torn, but when a creature presses the seal it opens. If the designated target touches it in any way, it opens.\nAt Higher Levels: The potency of this spell increases at certain levels. At fifth level, the maximum number of words increases to 300, and the speed to 9 mph. At 11th level, the maximum number of words increases to 450, and the speed to 12 mph. At 17th level, the maximum number of words increases to 600, and the speed increases to 15 mph"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vengeful Roots\nLevel: 2\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 150 Feet\nDuration: 2 Rounds\nComponents: V, S\nDescription: The ground in a 20-foot radius centered on a point within range causes foliage and roots to grab and strangles foes. The area becomes difficult terrain for the duration. For the duration, any creature which starts in the affected area or enters it on its turn make a Strength save. On a failed save, a creature becomes restrained for the duration, and takes 2d6 piercing damage now and at the beginning of each of its turns while it remains so restrained. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success.\nThe affected ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the roots increases by 1d6 for each spell level above 2nd, and the radius is increased by 5 feet for each spell level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vengeful Trinket\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Until Dispelled\nComponents: V, S, M\nMaterial cost: A trinket worth at least 75 gp\nDescription: You spend an hour enchanting the trinket you use as a material component. For the duration, half of any damage the a creature wearing this trinket takes (rounded up) is transferred to the trinket. The trinket can store 10 hit points worth of damage; if damage transferred to the trinket would go beyond this amount, it doesn't transfer the excess damage. For example, if the wearer takes 8 damage while the trinket has 7 hit points worth of damage already stored, 3 damage would be transferred to the trinket and the wearer would take the remaining 5 damage. A creature can only benefit from one trinket enchanted this way at a time.\nWhen the trinket has the maximum amount of damage it can stored, it can be activated by a creature touching it as a bonus action. When activated, the trinket releases magical energy in a 30-foot cone; creatures in this area must make a Dexterity saving throw, taking force damage equal to the amount of damage stored in the trinket on a failed save or half as much on a success. The spell then ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum damage the trinket can store is increased by 5 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Venom Strike\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a weapon\nDescription: You make a single melee attack against a creature you can see within the spells range. If the attack hits, The contact point of the weapon injects a neurotoxin into the target, dealing extra damage to the target. Add 1d6 poison damage to the roll. The target must then make a constitution saving throw against your spell save DC. If failed, they move at half speed until the end of your next turn. If that roll a natural 1 they are knocked prone until the end of your turn.\n At 5th level the melee attack deals an additional 1d6 poison damage. The damage die increases by one again at 11th, and 17th level "} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Venomous Spit\nLevel: 0\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range. On a hit, the target takes either 1d8 poison damage or 1d8 acid damage, as you decide when casting this spell.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you roll multiple damage dice, you can roll any amount for acid damage and any amount for poison damage, as you decide when casting this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Venomous Spite\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 90 Feet Of You That You Can See\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three darkly colored (usually green or purple) darts of magical venom and hurl them at your foes. You can hurl them at one target or several, but at least one dart must target the creature that damaged you. Make a ranged spell attack for each dart. On a hit, the target takes 2d8 poison damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher you create one additional dart for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Venomous Succor\nLevel: 2\nSchool: Evocation\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: Your touch causes a searing poison to burn quickly through a creature\u2019s wounds, knitting them shut as it goes. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\nWhen you cast this spell, the target takes 1d6 poison damage. The target then regains 1d10 hit points at the start of its next turn, and again at the start of each of its turns for 1d4 rounds.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial poison damage increases by 1d6 and the healing continues for 1 additional round for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Venomous Web\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S\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.\nIf the webs aren't 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.\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.\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.\nAt the beginning of each turn the creature is restrained by the spell, they must make a Constitution saving throw. On a failed save the creature takes 2d6 poison damage.\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: Venomstrike\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon\nDescription: You enhance your next attack with deadly poison.\nAs part of the action used to cast this spell, make an attack with a weapon against a creature within the spell's range. On a hit, the target takes additional poison damage equal to your spellcasting modifier.\nThe spell\u2019s 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: Vent Anger\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You vent your anger and pulse out hot air in a 5-foot radius centered on yourself to cool yourself down. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage.\nThis 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: Ventriloquist\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: Force any creature you can see to make Wisdom saving throw. If they fail, whatever short phrase you speak will come from their mouths as if they were the ones to say it. The affected creature will be aware of this but will not know its cause unless they are proficient in Arcana. You cannot force a creature to speak in a language that you yourself do not know how to speak.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 15 ft, up to a maximum of 120 ft at 5th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Verge\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You form a disc of shattering force that is launched at a target within range. On a hit, the disk deals 1d8 thunder damage. As you launch it forward a small amount of the spell\u2019s power becomes trapped within the palms of your hands. Each consecutive time you use this spell, the damage increases by 1d8. If you cast a different spell or withhold from casting this spell for an entire round the damage resets. This spell can't be used as a signature spell.\nThe spell creates noise in a 150-foot radius centered on the point of impact."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Victus's Sonic Boom\nLevel: 9\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (90-Foot Radius Sphere)\nDuration: Instantaneous\nComponents: V, S\nDescription: You clap your hands and unleash a deafening wave of thunderous energy in a 90-foot radius centered on you. Each creature other than you in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 22d12 thunder damage and is blinded and deafened. On a success, the creature takes half as much damage and is not blinded and deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw and takes an additional 3d12 thunder damage on a failed save. Nonmagical items and the surrounding terrain also take this damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Brand Of Undeath\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: multiple small shells\nDescription: You focus your necrotic energies to brand yourself with the mark of undeath. All of your vital systems are bypassed whilst this spell is in effect, and you become undead.\nYou are immune to the poisoned, paralyzed, disease, stunned, sleep and death effects. Additionally, you cannot be subjected to critical hits, nonlethal damage, ability drains, energy drains, fatigue or exhaustion. You are immune to any effect that requires a Constitution save, and do not need to breathe, eat or sleep. In return, you cannot heal (unless damaged by necrotic or poison damage or gain life via negative energy, such as life drain from vampiric touch), are affected by spells that affect undead creatures, are instantly destroyed if reduced to zero health, and have disadvantage on all Charisma rolls whilst the spell is in effect. Ending this spell requires an action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Dark Transport\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: S\nDescription: After casting this spell, you immediately polymorph into a swarm of bats, as per the spell. However, you retain your Intelligence, Wisdom, and Charisma scores, and you do not have the actions from the swarm. Instead, whenever you pass through a creature\u2019s space while in this form, you can force them to make a Constitution save against your Spell Save DC, or take 2d6 necrotic damage. You regain half of the damage dealt, to both the swarm\u2019s hitpoints and your own. You can also end this spell as an action.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each slot level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Mana Zone\nLevel: 3\nSchool: Conjuration (Ritual)\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self-Centered (Variable Sphere Range)\nDuration: Concentration, Up To 10 Minute (Variable)\nComponents: V, S\nDescription: The user of the spell releases their energy and envelops their surroundings, causing their spells to reach their full potential.\nWhen using this 3rd-level slot spell, you manifest a very small amount of energy, covering only your own body, however, the amplification generated is still noticeable.\nWhen using a spell, you can apply two of the following effects:\nOutrage Energy: When using a spell that deals damage or heals, you can add half your proficiency bonus rounded down as extra dice of the same type plus your spell modifier. (You can choose this effect multiple times, up to a limit of 5)\nCondensed Magic: When using a spell that deals damage or heals, you can take 1 die from the roll as your maximum value plus your spell modifier. (You can choose this effect multiple times, up to a limit of 5)\nSpells that have a range greater than Self or Touch will not be affected by the spell's effect as long as the Mana Zone's range remains 5 feet (Self)\nWhen using this spell in a higher level slot, for each level above the 3\u00ba spell slot you increase the area by 10 feet, the duration by 10 minutes and the user gains the ability to cast magic from any point within range and also the ability to hide the Mana Zone.\nDue to the large amount of energy released into the environment, any magic user within the spell's range is able to sense its presence.\nUsing this spell above the 5th spell slot makes it no longer necessary to concentrate.\nIn addition to each slot used above the 3rd, the user can choose two more effect and from the 5th slot onwards, add two more effects below:\nSpell Trick: When using a spell that has a greater range than Touch and Self, you double your maximum range. (You can only choose this effect once per spell)\nExpansive Magic: When using a spell that has an area of \u200b\u200beffect, you can double the size of the area of \u200b\u200beffect. (You can only choose this effect once per spell)\nWhen using this spell with a 7th spell slot, you will be able to choose from the following effects below:\nAdjust Spell: When using a spell that requires an attack roll, do so with advantage. (You can only choose this effect once per spell)\nOverwhelming Energy: When using a spell that requires the target to make a saving throw, he does so at a disadvantage. (You can only choose this effect once per spell)\nWhen using this spell with a 9th spell slot, you unlock the last effect:\nLethal Spell: When using a spell that requires a saving throw and an attack roll, the roll, either yours or the target's saving throw, requires a minimum roll of 1 less to critically hit. For example, a creature that would normally require a roll of 20 to critically hit would only need a roll of 19 or 20 to critically hit and the same applies to saving throws, making it necessary to roll 1 or 2 for a critical failure. (You can choose this effect multiple times, up to a limit of 3 times.)\nIn addition, this spell has a counterpoint interaction to magic suppression spells like Antimagic Field or similar.\nIndomitable Magic: Upon entering an Anti-Magic Area or any other means that attempts to suppress your magic, you will still be able to use this spell but now with his effects limited.\nThe spell's Range is reduced to half minus 10 feet, with a minimum range cap of 5 feet (Self), and also you will only be able to cast spells with the same slot level or less than the level used in the Mana Zone and you won't be able to use the effects:\nLethal Spell\nOverwhelming Energy\nExpansive Magic\nSpell Trick\nThe effects of Outrage Energy and Condensed Magic are partially suppressed, being able to target a maximum of 3 times each."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Soul Extraction\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black gemstone worth at least 250g\nDescription: Your eyes turn bright white as dark green fire begins to swirl around you. You channel the fire into a brilliant stream of green, burning light that pierces through flesh, bone and armour. Make a ranged spell attack against a single creature within range. On hit, the light deals 6d6 necrotic damage, rending flesh from bone, turning armour into cinders and material into dust.\nIf the creature is killed by this spell and is not undead, the body is instantly destroyed and turned to ash. The soul of the creature is bound to the material plane, summoning a ghost with the following stats:\nArmor Class: 9, Hit Points: 45, Speed: Fly 40ft, Str 7, Dex 13, Con 10, Int 10, Wis 12, Cha 17,\nProficiency: +3\nDamage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing and Slashing from non-magical attacks.\nDamage Immunities: Cold, Necrotic, Poison\nCondition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained\nSenses: Darkvision 60ft, passive Perception 11, Languages: Common, CR: 2\nWithering Touch: Melee, +3, 4d6+3 damage\nThe effect of this transformation is so horrific that, on creation, each non-undead creature within 60ft of the ghost must make a DC 13 wisdom saving throw or be frightened of the ghost for 1 minute. The saving throw can be repeated every turn and, on success, the target becomes immune to the effect and it ends. The ghost serves you for 10 minutes at which point it instantly disappears. The lesser ghost disappears when reduced to zero hitpoints. It will act of its own will but will stray no further than 30ft from the caster and will attempt to protect the caster at all costs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d6 for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Soul Link\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Make a melee spell attack against a creature within your reach. On a hit, you intertwine the essence of you and the creature. Any damage taken by you is taken by the creature and any damage taken by the creature is taken by you. The transfer of damage in this way does not provoke a concentration check. Other effects (i.e. status effects/instant death) do not transfer. \nWhile your essence is intertwined with the target of this spell, you use your action to siphon the creature's essence. The creature must make a Constitution saving throw or take 1d12 necrotic damage. Instead of taking the damage, you gain hit points equal to half the damage dealt, rounded up. \nIf you and the target creature move more than 60ft apart, the link is severed"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Soul Rend\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a very small piece of wood\nDescription: A green flash of light sparks from your finger and strikes a creature in range. Make a ranged spell attack against the target. On a hit, the flash of light sears off part of the victim's coating (i.e. flesh in the case of a human) and attempts to remove the essence of their being, dealing 1d8 necrotic damage, and marking the target with this spell for the duration.\nThe pull of this spell deepens the searing of Soul Rend. While marked, the creature takes an additional 1 necrotic damage when it takes damage from any source.\nAt Higher Levels. This spell's damage increases to 2d8 and the mark deals 2 damage when you reach 5th level, 3d8 & 3 damage at 11th level, and 4d8 and 4 damage 17th level"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Viktor's Withering Ray\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You channel the green fires of your necromantic being into three pulsing beams of energy that lash out at targets you choose within range. You can choose one target or several. Make a ranged spell attack for each ray. A target takes 1d10 necrotic damage and, if hit by at least one ray, must make a Constitution saving throw. If a target fails this save, it is poisoned until the start of your next turn. If a single target is hit by 3 or more rays and fails the saving throw, they additionally become slowed. If the target is healed in any way, it is no longer slowed.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Violet Inferno\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Evocation and Necromancy magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?\n(Hold Value 5)\nChoose a single target in range. That target must make a Dexterity saving throw. A surprised, stunned, paralyzed, or petrified creature automatically fails the save. On a success, the target avoids the encircling trap, wasting the spell. On a fail, the target is engulfed by an indestructible, opaque purple sphere just large enough to encompass them. After a moment, some unknown force causes a massive blast of terrible energy to fill the sphere, dealing 20D10 fire and 20D10 radiant damage to the target. If the target is immune or resistant to fire damage, the fire damage becomes lightning instead. If the target is immune or resistant to radiant damage, the radiant damage becomes necrotic instead. This will always occur in the way that causes the most damage, so if it is resistant to fire but immune to lightning it will stay fire damage, and so on. The blast is so powerful it destroys the trap, though it is the only thing that can do so. The trap shatters like glass, falling to the ground as harmless shards that disappear on impact.\nIf the damage would kill the target, you as the caster can choose to make it nonlethal. This causes the target to survive in an infant state, reborn by the spare energy of the spell. The target doesn't retain its stats, alignment or abilities, except those of its race, and loses all of its memories, but keeps its basic appearance (Or will when it grows up). Curses and diseases, such as Lycanthropy and Vampirism, are not carried over into the new body. If it is concentrating on a spell, or holding some other effect in place, the effect ends (Including lair actions as if the creature had died)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Virgil's Blade Flash\nLevel: 3\nSchool: Evocation\nClasses: Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon worth at least 1sp\nDescription: You weave between your enemies in a flash of lightning, striking every foe you pass.\nMove up to 50ft and make a melee attack with a weapon against each creature of your choice that you passed within 5ft of during your movement. This movement does not provoke opportunity attacks. On a hit, the target suffers the attack's normal effects, and takes an additional 3d8 lightning damage.\nYou cannot hit each creature more than once.\nAt 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: Virgil's Lightning Spear\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small iron needle\nDescription: You raise your arm and form a spear of lightning in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 100ft). When you throw the spear you make a ranged spell attack and deal 3d6 lightning damage on a hit.\nIf you drop the weapon or it hits the ground, it dissipates and cannot reappear until the start of your next turn. Thereafter, while the spell persists, you can use your bonus action to cause the weapon to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to 3d8 and 5d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 and 7d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 and 9d6."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Virgil's Thunderous Lightning Strike\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise two fingers to the heavens and, in an instant, a thunderous bolt of lightning flashes down from the sky and strikes down your foe. Target one creature within range. The target must be open to the sky, and cannot be indoors. The target must succeed on a Dexterity saving throw or take 5d10 Lightning damage and be stunned until the start of your next turn, or take half damage and not stunned on a success.\nHit or miss, the target and each creature in a 20-foot radius radius must make a Constitution saving throw as the strike emits a thunderous boom audible out to 300 feet, causing 4d6 thunder 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 5th level or higher, the lightning 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: Virion's Viscous Diarrhea\nLevel: 4\nSchool: Necromancy\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120Ft\nDuration: Up To 1 Minute\nComponents: V, S, M\nMaterial cost: A piece of raw chicken or rotten fish which is consumed when the spell is cast\nDescription: Historians debate whether it was the trigger-happy Tempest Cleric Virion, or his hapless sometimes adventuring companion, the Scribes Wizard Evaliir, who truly developed this spell. Whatever the answer is, though, you must agree it is a rather nasty piece of spellwork.\n- Tasha, in a letter to Mordenkainen.\nA creature of your choice that you can see within range suddenly experiences uncontrollable, explosive bowel movements. The target must succeed on a Constitution saving throw or take 4d6 necrotic damage and be incapacitated for the duration of the spell, due to the painful, involuntary excretions.\nOn a successful save, they take half damage and are not incapacitated. On a failed save, the creature is incapable of taking any action on their turn other than a constitution saving throw to break the spell. A failed constitution save on their succeeding turns will result in them taking a further 3d4 + 3 damage.\nThis spell has no effect on those immune to necrotic damage, and on constructs, because constructs don't have the capacity to defecate.\nAt Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Virulent Necrostrike\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Warlock\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V\nDescription: The first time you hit with a melee weapon attack during this spell\u2019s duration, your weapon flares with a sickly green energy, and the attack deals an extra 1d4 poison damage and 1d4 necrotic damage. Additionally, if the target is a creature, it must make a Constitution saving throw or have disadvantage on Strength checks and saving throws until the spell ends and reduce its AC in 1 until the end of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Virulent Plague\nLevel: 4\nSchool: Necromancy\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Choose one target within range. They must make a Constitution saving throw, or take 4d4 poison damage. Additionally, at the start of their turn, this spreads to a new creature within 10 feet of them, and they must make another Constitution saving throw, taking the damage again, and being forced to make this save at the start of their next turn again.\nA creature it spreads to is subject to the effects of this spell. All instances of this spell created by the caster end when the spell ends, and a creature cannot be affected more than once at a time.\nAt Higher Levels. When cast at 5th level or higher, it deals an additional 2d4 poison damage for every level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vital Blast\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a creature you can see within range which has blood and is alive. That creature must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 necrotic damage.\nIf this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore and spikes of enchanted blood. Each creature within 15 ft. of the target must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d10 necrotic damage. If a creature's hit points drop to 0 by the explosion, a chain reaction happens and they also explode. The area of the explosion gets 5 ft. bigger with each chain explosion.\nUndead creatures or those without blood are immune to the necrotic damage and the explosions.\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vitality\nLevel: 0\nSchool: Enchantment\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A creature you touch is imbued with a virtuous cause, strengthening their resolve.\nFor the duration of this spell, a creature that you touch gains temporary hit points equal to your spellcasting ability modifier (minimum 1, maximum 5)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vitriolic Blast\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You extend your hand and fire a stream of sizzling acidic ooze towards a target creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 acid damage.\nThis spell\u2019s 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: Void Armada\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, Up To 1 Minute.\nComponents: V, S, M\nMaterial cost: a shard of obsidian\nDescription: You conjure four void warriors, creatures made from the fabric of the void between universes, to fight alongside you. They use the Void Warrior stat block below. They attack on your initiative, and you control what they do on each of their turns. When you lose concentration, they disappear in a flash of black smoke.\nVoid Warrior[edit]\n\n\n\nMedium humanoid, unaligned\n\n\nArmor Class 15 \nHit Points 20 (3d8 + 6) \nSpeed 30 ft\n\n\n\n\nSTR\n\nDEX\n\nCON\n\nINT\n\nWIS\n\nCHA\n\n\n15 (+2)\n\n15 (+2)\n\n15 (+2)\n\n1 (-5)\n\n1 (-5)\n\n1 (-5)\n\n\nSaving Throws Strength +5, Dexterity +5\nSenses passive Perception 5\n\nLanguages \u2014\n\n\nShadow Rupture. When the void warrior dies, it explodes, and every creature within a 10-foot radius must make a DC 15 Dexterity saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much on a successful one.\n\nACTIONS\nSlam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.\nVoid Blast. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of void warriors conjured increases by 1 for each level above 7th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You fire a fazing, mass of void energy at one enemy. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 2d6 psychic damage.\nAt Higher Levels. The target takes 1d6 extra psychic damage for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Bombard\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Make a ranged spell attack against a creature within range. On a hit, the target creature takes 4d10 force damage, and must succeed on a Strength saving throw or be knocked prone. On a hit, this also causes an eruption of aetheric arcana, damaging nearby creatures. Creatures within 10 feet of the original target must make a Dexterity saving throw, or take 4d6 force damage and get pushed 5 feet from the explosion. On a success, they take half damage, and are not pushed.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell deals an additional 1d10 and 1d6 damage, respectively"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Burst\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet (10-Foot Radius)\nDuration: Instantaneous\nComponents: S\nDescription: A small explosion of aetherial energy explodes outward from a point within range. All creatures within a 10-foot radius must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 2d6 force damage for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Dismemberment\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Minute\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a ouija board and cursed water\nDescription: You touch a creature and stimulate its natural dying ability. The target takes 4d8 + 15 necrotic damage. For the duration of the spell, the target loses 1 hit point at the start of each of its turns (10 hit points each minute).\nThe target's body will lose one member (fingers, legs, tails, and so on), of the casters choice, which will fall off from decay after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the initial damage. This body part will magically find its way back to its owner after 30 days, or can be put back by the caster.\n\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Bard\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Cleric\nBack to Main Page \u2192 5e Homebrew \u2192 Spells \u2192 Drui"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Dragon\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You harness aetheric energy from the deep void and create a semi-transparent dragon(you choose the size) with a damage pool of Yd10(you choose the damage type) where Y is half of your level. The dragon has 120 feet of movement and moves around within range as per your mental commands. You can command the dragon to attack a creature of your choice(no action required). The creature must make a dexterity saving throw contested against your spell save DC. On success, it takes no damage. On a failure, it takes X damage where X is any amount of damage chosen by you that does not exceed the damage pool. The dragon is dispelled if it can no longer deal damage. You can also dispel the dragon at will. You cannot create more than one dragon. But you can refill the damage pool with each casting."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Rupture\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30Ft\nDuration: Instantaneous\nComponents: S\nDescription: You thrust out your hands crossed over one another, tearing directly into the aether along the direction you are facing.\nCreatures in a 30 foot line must make a Dexterity saving throw, taking 3d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d8 force damage for every level above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Void Wall Grenade\nLevel: 3\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast\nDescription: You can throw a magical grenade that explode into a wall of necrotic flames. A wall of necrotic flames rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a Constitution saving throw. A target takes 3d8 necrotic 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 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Voidbolt\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A mote of aetheric energy is launched at a target creature within range. Make a ranged spell attack against that creature, dealing 1d10 force damage on a hit.\nAt Higher Levels. The damage dealt by this spell increases by 1d10 at 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: Volatile Vortex\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a melee weapon\nDescription: You create a pocket of instable gravity tethered to a melee weapon, which causes it to spin wildly in a 5-foot-radius space within range. Any creature that enters or ends its turn within range must make a Dexterity saving throw. The creature takes damage equal to the weapon\u2019s damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you may move the weapon up to 20 feet. If it would move through the space of a creature, they are forced to make the save as well.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 1st; when you use your bonus action to move a center of gravity, you may only move one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vortex\nLevel: 9\nSchool: Conjuration\nClasses: Wizard, Sorcerer\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a pitch black onyx sphere worth 750 gp\nDescription: Creating a portal to the depths of space, you attempt to suck your foes through.\nCreatures and any unattended objects are pulled towards you; each creature that starts its turn in a 60-foot cone or enters it for the first time on a turn must make a Strength saving throw, or be pulled up to 5 feet plus five times your spellcasting ability modifier. A creature within the cone trying to move away from you must succeed on a Strength check against your spell save DC; on a success, the creature can move away from you, but as though moving through difficult terrain.\nIf a creature is within the cone and adjacent to you, it must make a Charisma saving throw or be sucked through the inky black portal you have conjured. On a successful save the creature takes 6 d6 bludgeoning damage from the strong winds and air pressure.\nOn a failed save, the creature is sucked through the portal into the depths of space. A creature\u2019s size is irrelevant; whilst the portal is only about 5 foot across, larger objects or creatures seem to contort when they come into contact with it, compressing down so as to fit through and then resuming their original dimensions on the other side.\nOn each of your turns you can use your action to maintain your existing cone, or create a new one"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vortex Gaze\nLevel: 0\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 20 Feet\nDuration: Concentration, 1 Round\nComponents: V, S\nDescription: Not many have seen what you have seen in the Astral Realm, you have seen cities form in seconds, creatures age in reverse you have even gazed into Time itself. The images within your mind burn through your eyes.\nChoose one creature you can see within range. The target's eyes are drawn to yours and they must make a Wisdom saving throw. On fail the target is stunned until the start of your next turn. On a successful save the creature shrugs off the effects and can not be affected by this spell for 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vortex Grenade\nLevel: 1\nSchool: Transmutation\nClasses: Ranger, Warlock\nCasting time: 1 Action\nRange: 60 Feet (10-Foot-Radius)\nDuration: Up To 15 Seconds (3 Turns)\nComponents: S, M\nMaterial cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast\nDescription: Your grenade creates a 10-foot-radius sphere of dark purple void centered on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 necrotic damage. Any target that ends its turn within the grenade radius must make DC Constitution saving throw or take 1d6 necrotic damage. On a successful save the creature takes half damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wail of the Banshee\nLevel: 9\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Sphere)\nDuration: Instantaneous\nComponents: V\nDescription: You emit a heart-rending wail that beckons the living to the grave. Up to 5 creatures other than you in a 30-foot-radius sphere originating from you must make a Constitution saving throw. On a failure, a creature falls unconscious. On a success, they take 10d10 psychic damage. If a creature is deafened, they are immune to this spell. This spell has no effect on undead or constructs"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Waist-High Wave\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose Earth, Air, Fire, or Water: With a curling motion, you raise up and then send forth a rolling wave of respective elemental might along a 60-foot line, 10 feet wide. Each creature in the line must make a Dexterity saving throw, suffering the following effects on a failed save based upon your chosen element:\nEarth. A creature takes 3d6 bludgeoning damage and gets knocked prone on a failed save.\nAir. A creature takes 3d6 slashing damage[1] and gets pushed 10 feet along the line's direction on a failed save.\nFire. A creature takes 3d6 fire damage and becomes ignited on a failed save.\nWater. A creature takes 3d6 bludgeoning damage[2] and becomes soaked on a failed save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its length increases by 30 feet and its width increases by 5 feet, and the damage increases by 1d6 for each slot level above 1st.\nElemental Discipline. A Way of the Four Elements monk may learn the Waves of Land, Sky, Cinders, and Sea discipline. If a Way of the Four Elements monk knows this discipline, it can spend 2 ki points to cast this spell, and can spend additional ki points to cause it to deal 1d6 extra damage for each extra ki point spent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wake of Buzzards\nLevel: 7\nSchool: Conjuration\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (30-Foot-Radius Sphere)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of rotting flesh\nDescription: You cause buzzards to descend onto a 30-foot radius around yourself. The flock spreads around corners and is lightly obscured. It lasts for the duration or until a wind of strong or greater speed (at least 20 miles per hour) disperses it.\nWhen the flock appears, each creature in the area other than yourself 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. A creature must also make this saving throw when it enters the spell\u2019s area for the first time on a turn or ends its turn there.\nWhen you cast the spell\u2014and as a bonus action on each of your turns thereafter\u2014you may move the flock up to 15 feet in any direction, or you may direct the buzzards to target a specific creature in the area. That target must make an additional Dexterity saving throw, taking 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 8th level or higher, the radius increases by 10 feet for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Adaption\nLevel: 6\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action, Or A Reaction To An Enemy Taking The Disengage Action Or Traveling 10 Ft In Any Direction\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: Nothing, a piece of leather, a piece of wood, a piece of steel, or a brick of adamantine; which the spell consumes. See description.\nDescription: A point in range you can see is filled by a 30 by 30 foot vertical wall. If the space is smaller than 30 by 30, it shrinks to fit the area. Depending on the material component consumed, the AC and hit points are different. If the wall is broken then the caster takes 1d4 psychic damage for every 5 damage over its maximum hit points the wall took.\nUsing nothing creates a wall with an AC of 10, and 10 hit points.\nUsing leather creates a wall with an AC of 12, and 12 hit points.\nUsing wood creates a wall with an AC of 16, and 16 hit points.\nUsing steel creates a wall with an AC of 18, and 20 hit points.\nUsing adamantine creates a wall with an AC of 20, and 25 hit points"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Souls\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a bone from a dead creature, and a silver mirror inlaid with onyxes worth at least 200 gp\nDescription: You create a wall made of undead spirits that scares all those who get too close.\nYou create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAny creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic 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 8th level or higher, increase the damage by 1d8 for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Tentacles\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 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: You create a wall of squirming black tentacles on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, and becomes grappled (escape DC = your spell save DC). On a successful save, a creature takes half as much damage and isn't grappled.\nOne side of the wall, selected by you when you cast this spell, deals 6d8 bludgeoning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Time\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: an hourglass filled with gold dust\nDescription: You distort time at a point you can see within range, creating a shimmering screen of temporal distortion. The screen can be up to 90 feet long, 30 feet high, and 1 inch thick, or a 20-foot radius dome.\nThe wall consists of three layers, each distorting time in a different way. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall\u2019s layers. A creature passes through the wall after being subjected to each effect.\n\n\n\n\nDistortion\nEffect\n\n\nStopped\nThe creature must succeed on a Charisma saving throw or become paralyzed as they are suspended in animation and do not pass through this layer. The creature can repeat the save at the end of its turn, ending the effect on a success and immediately going through the next layer.\nWhen a spell passes through this layer, the caster must succeed the save or have the spell become suspended and not pass through the wall. A creature can use their action to repeat the save and force the spell through on a success.\n\n\n\nSlowed\nThe creature has slow cast on them and they make their save with disadvantage. In this case, slow persists so long as the wall remains.\n\n\nAccelerated\nThe creature must succeed on a Constitution saving throw or take 20d10 necrotic damage and half as much on a success. A creature ages the equivalent of 5 years for its race for every 20 necrotic damage it took from this effect. A greater restoration spell or similar magic can reverse this effect.\nWhen a spell passes through this layer, the caster must make the save or have the spell fizzle out.\nNonmagical objects that pass through this layer immediately turn to dust."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Vines\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a tendril of ivy\nDescription: You create a wall of vines on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.\nThe wall is opaque and lasts for the duration.\nEach 5-foot square of wall may support up to 50 pounds and has 2 hit points per inch of thickness.\nThe uneven surface is considered difficult terrain, and climbing it requires succeeding at a Strength (Athletics) check. If a section of wall is reduced to 0 hit points, or exceeds its support weight, that section of wall is considered breached.\nThe vines also attempt to entangle nearby foes. Any enemies who come in contact with the wall must make a Dexterity saving throw versus your spell save DC or be entangled. They may make a new Dexterity or Strength saving throw to end the entanglement at the end of their turn each round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Wonder\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S\nDescription: You create wall of chaotically shifting colors. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is affected by the wall. A creature is affected by the power of the wall when it enters the wall for the first time on a turn or ends its turn there.\nWhen a creature is affected by the wall, roll on the following table to find the effect:\n\n\nd20\nSpell Efect\n\n\n1\nThe creature takes 10d6 acid damage.\n\n\n2\nThe creature takes 10d6 cold damage.\n\n\n3\nThe creature takes 10d6 fire damage.\n\n\n4\nThe creature takes 10d6 force damage.\n\n\n5\nThe creature takes 10d6 lightning damage.\n\n\n6\nThe creature takes 10d6 poison damage.\n\n\n7\nThe creature takes 10d6 psychic damage.\n\n\n8\nThe creature takes 10d6 thunder damage.\n\n\n9\nThe creature is pushed 30 feet away from the wall and knocked prone.\n\n\n10\nThe creature is affected by a confusion spell.\n\n\n11\nThe creature is teleported 1d100x10 feet in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. If the creature would arrive in a crature's space, or in a solid object, it takes 4d6 force damage and is shunted to the nearest unoccupied space.\n\n\n12\nThe creature is blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer blinded.\n\n\n13\nThe creature is deafened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer deafened.\n\n\n14\nThe creature is affected by a 6th-level dispel magic spell.\n\n\n15\nThe creature is dyed a random color. The color remains for 24 hours or until dispelled.\n\n\n16\nThe creature is slowed. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer slowed.\n\n\n17\nThe creature's appearance is altered, rendering it bizarrely hideous in appearance. It has disadvantage on Charisma checks except to intimidate for the next 24 hours or until dispelled.\n\n\n18\nThe creature is weakened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer weakened.\n\n\n19\nThe creature lucked out! It has advantage on the next attack roll, saving throw, or ability check it makes within the next minute.\n\n\n20\nRoll a d8 and a d10+8 on the chart. Apply both results to the creature"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: War Song\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V\nDescription: You breathe in, and begin a chant which can make any man a willing fighter. Each allied creature in range that can hear you gains the following benefits until either the spell ends or they leave the range.\nAt the start of their turn, they gain temporary hit points equal to your spellcasting modifier.\nWhenever they make a weapon attack, they deal extra damage equal to your spellcasting modifier.\nThey can ignore the effects of exhaustion, and are immune to the charmed and frightened conditions.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage on weapon attacks increases by 1 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warclaw\nLevel: 8\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S\nDescription: You grow claws the size of swords, sheathed with an armor-piercing energy field. For the duration of the spell, your unarmed strikes deal 4d12 slashing damage and ignore resistance to slashing damage. When you attack a creature that has at least one head with your claws and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 8d12 slashing damage from the hit. Finally, your claws are magic and you have a +4 bonus to the attack and damage rolls you make using them. While the spell lasts, you can make the claws disappear or evoke them again as a bonus action"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ward\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction Which You Take When You Are Hit By An Attack, Forced To Make A Saving Throw, Or Targeted By The Magic Missile Spell\nRange: Self\nDuration: 1 Round\nComponents: V, S\nDescription: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC and saving throws, including the triggering attack or saving throw, and you take no damage from magic missile.\nUntil the start of your next turn, if you succeed on a saving throw that halves the incoming damage of an effect or attack, you take no damage"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warden's Step\nLevel: 2\nSchool: Conjuration\nClasses: Cleric, Paladin\nCasting time: 1 Reaction, Which You Take When You See A Creature Within 30 Feet Being Attacked.\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: Used by Imperial Wardens to defend their protegees, this spell allow you to intercept an attack made towards an ally using your own body. When a creature you can see is attacked, you can teleport to an unoccupied place within 5 feet of it, forcing the attack to be made against you instead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warden's Volley\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (40-Foot-Radius)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: one piece of ammunition or one thrown weapon\nDescription: You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range(the range is equal to the range of the weapon). Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + proficiency bonus + your Wisdom modifier). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warding Flare\nLevel: 0\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction, Which You Take When A Creature Makes An Attack Roll Against You\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: When you receive a melee attack, you throw up your hand in a distracting manner and create a small flash of light. The attacking creature has disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warmth\nLevel: 3\nSchool: Conjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 10 Feet\nDuration: 1 Minute\nComponents: V, S\nDescription: You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1).\nUnconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warp Lightning\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You conjure a storm of green lightning from above the point you choose within range, bolts that slam into anyone beneath the green lightning storm, crackling bolts of energy that rip through armor and flesh alike. All creatures in a 15-foot radius centered on the point must make a Dexterity saving throw. On a failure, the target takes 2d6 lightning damage and 1d6 force damage, on a success they take only half this damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more force damage per spell slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warping Step\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self (60-Foot Line)\nDuration: Instantaneous\nComponents: S\nDescription: Designate a point in space you can see. Your body momentarily transforms into invisible force, then rapidly travels to the point in range, before transforming back to your normal form. Any object or creature within a 10-foot wide line between where you cast this spell and the point to which you teleported must make a Constitution saving throw. On a failure, the target takes 5d6 force damage.\nAs with any spell that has a casting time of 1 bonus action, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 10 feet and the force damage increases by 1d6 for each level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warrior of the Gods\nLevel: 9\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a miniature set of mithral armor worth 5,000 gp\nDescription: You summon glowing golden armor that give you resistance to all damage, and a +1 bonus to both your AC and saving throws. If you already have resistance to a damage type than you become immune to that damage.\nYou also summon a weapon of your choice that on a the first hit you make with it in a turn deals extra 6d10 radiant damage. You can substitute Strength with your spellcasting modifier for attack and damage rolls with this weapon.\nIf you cast a spell that deals damage, you can end this spell prematurely to double the damage dealt by that spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warrior\u2019s Blessing\nLevel: 3\nSchool: Abjuration (Ritual)\nClasses: Bard, Cleric, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: For the duration, the willing creature you touch has resistance to one damage type of your choice: bludgeoning, piercing, or slashing"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warsong\nLevel: 9\nSchool: Transmutation\nClasses: Bard\nCasting time: 1 Bonus Action\nRange: Self (360-Foot Radius)\nDuration: Concentration, Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a musical instrument\nDescription: You begin to play a song that can instill a whole army with heroism. The song is magically amplified in volume to be audible in any conditions within a 360-foot radius centered on you, even above the sounds of the fiercest or most chaotic battle. Until the spell ends, the radius of the song moves with you. Each nonhostile creature within the radius that can hear the song gains the following benefits:\nIt gains a +3 bonus to attack rolls and AC.\nIt cannot be charmed or frightened.\nIts weapon attacks are magical, and deal 3d6 additional force damage on a hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wary Sphere\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 10 Minutes\nComponents: V, S\nDescription: A tiny sphere of swirling magic energy appears on the tip of one of your fingers. The sphere remains there for the duration and harms neither you nor your equipment. The sphere sheds bright light in a 5-foot radius and dim light for an additional 15 feet. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also attack with the sphere, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you shoot the sphere as a magical beam at a creature within 30 feet of you. The attack hits if their AC is less than your spellsave DC. On a hit, the target takes 1d8 force, fire, or radiant damage.\nAt Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Bolt\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a bolt of tightly compressed water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage and becomes soaked.\nThis 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: Water Cube\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Hour\nComponents: V, S\nDescription: You summon a cubical mass of water in any unoccupied space within range, where it remains and retains its shape for the duration. The cube can be of any size you designate, up to a 20-foot cube. The cube retains its shape, but otherwise acts as normal water, as if suspended and contained in a nonexistant cubical container. If summoned above the ground in open air, the water cube it will float at that point in the air for the duration. Creatures and objects can pass through this manifestation as normal water, but must swim or otherwise traverse it accordingly. An attack or spell made in or through the cube of water is subject to disadvantage or other effects as it would be underwater. (See Underwater Combat.)\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the longest dimension of the cube increases by 10 feet for every slot level above 2nd. For example, by casting water cube as a 4th level spell, you can evoke a cube of water up to 40 feet long on each of its edges."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Jet\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A vial of water\nDescription: Thrusting your wrist forward, a steaming jet of hot water shoots from your wrist, hitting a single target within a 60 foot line and dealing 1d8 bludgeoning damage and 1d6 fire damage. The water can also be used to push light objects (Such as a cup or the panels on a small mill). The water remains in existence after the spell is cast, and stays at boiling temperature for 1 hour.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spells damage increases by 1d8 bludgeoning at each spell slot level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water of Life\nLevel: 1\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The creature must be at least halfway immersed in a body of running water; otherwise, the spell has no effect.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Sucker\nLevel: 6\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of sand and salt\nDescription: Drain water from a creature or object you can touch. As the water drains out of the creature or object, it must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a success. Plant creatures and water-based elementals have disadvantage on this save. A nonmagical plant takes maximum damage from this spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Tempo\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: S\nDescription: Your body becomes sufficed with the essence of running water, which gradually increases in speed. When you cast this spell, and at the start of your turn, you gain the following benefits.\nYour movement speed increases by 10 feet.\nYour Dexterity score increases by one, to a maximum of 30.\nYour speed and Dexterity score return to normal after the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Volley\nLevel: 5\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You shoot a bolt of tightly compressed water at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 bludgeoning damage and becomes soaked. If the target is a creature, it must also make a Strength saving throw. On a failure, it is pushed 15 feet and knocked prone.\nAs an action on each of your turns until the spell ends, you can hurl another bolt of water."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Whip\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a long, rubbery whip of pure water to lash out at a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don\u2019t pull it or knock it prone.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Whip, Variant\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 15 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: A pint of water\nDescription: You pull out a pint of water from somewhere on your person or from a body of water within 5 feet of you, using it to lash out at an opponent.\nMake a melee spell attack within range. On a hit, the target takes 1d6 nonmagical slashing damage, and must make a Strength saving throw contested against your spell save DC, being knocked prone on a failure. Creatures of Huge size or larger can't be knocked prone by this spell.\nThe material component for this spell can't be substituted for using an arcane focus or component pouch.\nAt higher levels. The water shaped by this spell becomes more potent as you get used to it, allowing you to shape in one of two ways:\nWhen you reach 5th level, you may push creatures that fail the strength saving throw up to 5 feet in any direction. You may push them an additional 5 feet at 9th level (10 feet) and 15th level (15 feet).\nYou may cause the spell to deal additional damage. This increases by 1d6 nonmagical slashing damage at 5th level (2d6), 13th level (3d6), and 17th level (4d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Watery Twin\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You conjure an elemental duplicate of yourself in an unoccupied space within range. The duplicate has the same statistics as you, with the following exceptions:\nIt only has half your hit points.\nIt has none of your equipment.\nIt cannot cast spells.\nIt has a swim speed equal to twice your land speed.\nIt has resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to acid, poison, and water damage. It is immune to exhaustion as well as to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.\nIts AC is equal to 10 + your Dexterity modifier + your spellcasting ability modifier.\nYour watery twin can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\nAs a bonus action, you can mentally command your watery twin if it is within 500 feet of you. You decide what action your twin will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your twin only defends itself against hostile creatures. Once given an order, your twin continues to follow it until its task is complete.\nYour watery twin can use its action to make two slam attacks or one water bolt attack.\nTouch: Its touch is a melee spell attack which deals 4d8 water damage.\nWaterBolt: Its water bolt attack is a ranged spell attack with a range of 150 feet which deals 4d10 water damage. If the target is a creature, it must make a Strength saving throw or be pushed 15 feet and knocked prone"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wave Lash\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: S, M\nMaterial cost: at least a 5 foot cubes worth of water in range\nDescription: You pull all of the loose water in range into one area, as it coalesces into a much larger, watery weapon. You may make an attack against a creature within the spells range, dealing 2d6 bludgeoning damage on a hit.\nFor every 5 foot cube of water in the area, this spell deals an extra 1d6 damage, to a maximum of 3d6 extra damage.\nAt Higher Levels. When cast at 4th level or higher, the maximum extra damage increases by 3d6 for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wave of Time\nLevel: 7\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Waves of temporal energy erupt from an area within range, slowing creatures down or even more if closer to the center. Each creature in a 20-foot radius must make a Intelligence saving throw. On a failed save, a creature is affected by the tides depending on how close they are to the center of the spell radius (see below). At the end of each turn, a creature can make an Intelligence saving throw to be unaffected by the spell. On a save, or when the spell ends, the creature cannot be affected by the spell for the next 24 hours.\nEffectiveness:\n30ft: Speed is reduced by 10ft and the creature may take an action or bonus action, but not both.\n15ft: Speed is reduced by 15ft and the creature may take an action or bonus action, but not both. They also have disadvantage on Dexterity saving throws.\n5ft: Speed is reduced by 20ft and cannot take actions or reactions, only bonus actions. They also have disadvantage on Dexterity saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Waves of Exhaustion\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (60-Foot Cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise your hands and thrust them forward, violently flinging foul rays of energy from your fingertips. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature suffers one level of exhaustion; on a failure of 5 or more, it gains two levels of exhaustion instead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weapon of Radiance\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 weapon attack with it against one creature that you can reach. On a hit, the target suffers the weapon attack\u2019s normal effects and a burst of divine light erupts from the weapon. In addition to any damage from the weapon attack, the creature takes an extra 1d4 radiant damage and must succeed on a Constitution saving throw or become unable to take reactions until the start of your next turn.If the hit creature is a fiend or undead, it takes an additional 1d4 radiant damage.\nAt Higher Levels. The damage dealt and the bonus damage to undead each increases when you reach 5th level (2d4 for the base or 4d4 for undead and fiends), 11th level (3d4 or 6d4), and 17th level (4d4 or 8d4)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weapon Shift\nLevel: 0\nSchool: Transmutation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 Minute\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: A melee weapon you are wielding transforms into a nonmagical melee weapon of your choice for the duration. The weapon's new form must be one with which you are proficient. If the weapon leaves your touch, it reverts to its original form at the start of your next turn"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weaponized Laughter\nLevel: 1\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 60 Ft.\nDuration: Instantaneous\nComponents: V\nDescription: The caster tells a joke so funny it causes pain. The user can target up to three targets within 15 feet of each other, and in range of the spell. The target(s) take 2d6 thunder damage must roll a Wisdom saving throw. On a failed save, they become incapacitated until the end of their next turn. On a successful save, they take half damage and are marked as a prude.\n\nAt Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weaponswap\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 Minute\nComponents: V\nDescription: You choose a creature wielding a weapon within range. You and the creature must make a Wisdom saving throw. If you win, you switch weapons with the creature. You become proficient with the weapon you were given, and the creature becomes proficient with the weapon you gave it. The exchange lasts for the duration of the spell, or until you drops the weapon. When the spell ends, the weapons return to their original owners."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weather Warding\nLevel: 2\nSchool: Abjuration (Ritual)\nClasses: Bard, Cleric, Druid, Ranger, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: S, M\nMaterial cost: precisely carved figurine, delicately illustrated tattoo, or living specimen of a naked woman\nDescription: The sea-fearing vessel you touch becomes resistant to the ill-effects of wind and tide. Its pilot receives advantage on all checks made against weather induced challenges. Additionally, anyone on-board is considered proficient on all ability checks and saving throws made to maintain balance from the ship's rocking.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration to 8 hours. When you cast this spell using a spell slot of 5th level or higher, you can increase the duration to 24 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weave Shadows\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Ft. (5 Ft. Cube)\nDuration: Instantaneous\nComponents: S\nDescription: You can change the form of shadows or dark energy that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\nYou instantaneously expand the shade 5 feet in one direction, provided that flame or another light source is not present in the new location.\nYou instantaneously remove the shadows within the cube.\nYou double or halve the deepness of the shade.\nYou change the form of the shade and animate it as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weave Warrior\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: The user summons a shining weapon made out of magic and radiance, along with some protective armor. Your AC is 18 unless 18 or higher already, and you gain 30 temporary hit points at the start of each of your turns. As an action, you can make a melee spell attack, dealing 5d6 radiant damage and 5d6 force damage on a hit.\nOnce the spell ends, you lose all temporary hit points granted by the spell and gain a level of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Web of Alarms\nLevel: 4\nSchool: Abjuration (Ritual)\nClasses: Druid, Ranger, Warlock, Wizard\nCasting time: 1 Minute Per Alarm\nRange: 300 Feet\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: a tiny bell and a piece of fine silver wire\nDescription: Designate up to 6 spheres of 10 foot radius, all of which must be within range of you and each other. Until the spell ends, you are alerted whenever any creature touches or enters the designated areas. The alarm emits a sound of your choice that can only be heard by you. You or one of these must be within 1 mile to hear the alarms. When you cast the spell, you can designate up to two additional creatures in range who can hear the alarm just as you can.\nIf you are within 150 feet of a one of these spheres, you can use your action to gaze through an an intangible eye in the center of any of the spheres. You can see and hear anything within the sphere, and up to 5 feet beyond it. Anything beyond this radius appears as a black void, and any sound emitted beyond this range is inaudible"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weight of 1000 Years\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You close your eyes and focus on the Vortex of Time, condensing the memories of the past millennia into a single thought, then gesture above a creature within range and snap your hand down as all these thoughts and memories are solidified and forced upon the target, hitting them with agonizing mental damage.\nThat creature must make a wisdom saving throw. On a failed save, it takes 1d6 Psychic damage and is knocked prone. On a successful save, it takes half as much damage and doesn't fall prone.\nAt higher Levels: When you cast this 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: Weight of 1000 Years, Variant\nLevel: 1\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose one creature within range. You begin to condense the memories of every surrounding creature, and slam them into the target with lethal force. They must make a Wisdom saving throw, or take 1d4 psychic damage and be knocked prone. On a success, they take half as much damage and are not knocked prone.\nFor every creature within 30 feet of the target, the damage increases by 1d4.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage scaling gained from nearby creatures increases by 1d4 for every level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weld\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: S\nDescription: You touch together two objects that are made out of metal and aren't being worn or carried, and instantly weld them together. You can weld together any two metal surfaces together, as long as the total area being affected is no larger than 1 foot in any dimension.\nYou can also use this spell to torch foes with your touch. When you use weld in this manner, make a melee spell attack against a target, dealing 1d6 fire damage on a hit.\nAt 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: Well of Lost Lore\nLevel: 7\nSchool: Divination (Ritual)\nClasses: Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, Up To 8 Hours\nComponents: V, S, M\nMaterial cost: A piece of paper with writing about the knowledge you seek (could be as simple as a name, but the more information listed the more you will find)\nDescription: The lost lore of Faer\u00fbn will be discovered once again. When you cast this spell a crystal basin one foot across, with an eight-pointed star in the center, rises 3 feet from the ground and fills itself with water. As an action you can place the spell component into the water, at which point the water forms into a hand and grabs your head and pulls it into the basin. When your head becomes submerged you must make a DC 18 Intelligence saving throw or have your mind destroyed. On a successful save your conscious mind is bombarded with the information you were seeking dealing 3d10 psychic damage to you (cannot be reduced or prevented) due to the sudden influx of knowledge. On a failed save your Intelligence score becomes 3 and you are driven insane by the information causing you to begin tirelessly writing all of the lore down for others to find (this effect renders you unable to take a long rest). This effect lasts until you reach an exhaustion of 5 or more, or you succeed on the Intelligence saving throw which you make every day at dawn.\nThe lore granted to you by this spell is determined by your DM but it must be relevant to what you wrote on the piece of paper. Alternatively you may leave the page blank to learn something that has been lost to the ages or stricken from existence. This information is determined by the DM, but encourage your DM to make the information somewhat useful"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wendigo's Hunger\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: The blood and flesh of a living creature killed within the last hour\nDescription: You smear yourself in a dead creature's blood and spend an hour chanting and meditating over the freshly slain corpse. When you have finished, you touch a humanoid creature and curse it with the hunger of the mythical wendigo, a monster born from cannibalism. The creature must make a Charisma saving throw, automatically failing the save if it has consumed humanoid flesh within the past 24 hours or if it willingly accepts the transformation. If it fails the save, it is transformed into a horrific predator, using the statistics of a Yeti, for the duration. The creature is a hungry animal under the DM's control, hostile to all living things and likely to attack anything that moves. The creature reverts to its normal shape when the spell ends or when the creature drops to 0 hit points, at which point it falls unconscious until another creature takes an action to shake it awake. While it is transformed, the creature assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.\nThe spell afflicts the creature with a constant, gnawing hunger even after it has reverted to its normal form, and even if it succeeds on the save against it. It requires twice the normal amount of food for a creature of its size for this hunger to be sated, though it suffers none of the effects of starvation if it eats only a normal quantity. Instead, it becomes easily distracted, fixated on food and increasingly tempted to eat the flesh of other humanoids. A lesser restoration spell or similar magic can lift this lingering effect.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the hunger that takes hold is particularly powerful and the form the creature assumes is particularly dangerous. It becomes an Abominable Yeti if it fails the saving throw and the transformation lasts indefinitely until dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wheel of Fire's Blaze\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute (Concentration)\nComponents: V, S\nDescription: You summon a spinning wheel of flame. The wheel is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the wheel up to 30 feet in any direction along the ground.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the wheel or that the wheel enters its space, including when the wheel first appears. A creature takes 10d6 fire damage, and become prone if it is Huge or smaller on a failed save, or take half as much damage without becoming prone on a successful one.\nAlternatively, you imbue one creature within range the power of the Wheel of Fire. When that creature makes a melee attack, they deal an additional 10d6 fire damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Whirligig\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a spinning top\nDescription: You create powerful rotational forces in a 30-foot cube centered on a point within range you choose. Each creature in the area must make a Strength saving throw and a Constitution saving throw. A creature that fails the Strength saving throw is pushed 30 feet in a random direction and knocked prone. Roll a d8 for the direction: 1 is North, 2 is South, 3 is East, 4 is West, 5 is Northeast, 6 is Northwest, 7 is Southeast, 8 is Southwest. If the creature strikes a solid object, it takes 6d6 bludgeoning damage. A creature that fails the Constitution saving throw is left extremely dizzy, and cannot move or take actions until the end of your next turn (it's too busy losing its lunch)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: White-Flame Blade\nLevel: 0\nSchool: Transmutation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60Ft\nDuration: Concentration, Up To 1 Minute\nComponents: V, M\nMaterial cost: a weapon\nDescription: When you cast this spell, you touch the weapon of an ally and it causes a holy white flame to cover the head of the weapon. On the next melee weapon attack that hits, the attack deals an additional 1d4 fire damage and 1d4 radiant damage and the spell ends.\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the extra damage the target takes increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: White-Frost Weapon\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You brandish the weapon used in the spell's casting and cause it to spill forth unnatural amounts of white-cold frost. Make a melee attack with it against one creature that you can reach. On a hit, the target suffers the weapon attack's normal effects, and takes cold damage equal to your spellcasting modifier. The target must also make a Constitution saving throw, reducing its movement speed by 10 feet until the end of your next turn on a failed save.\nAt Higher Levels. This spell increases in power when you reach certain levels. It deals an additional 1d4 cold damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). The movement speed reduction increases by 5 feet when you reach 7th level (15), 13th level (20), 16th level (25), and 20th level (30)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Whiteout\nLevel: 9\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A blizzard forms, centered on a point you can see and spreading to a radius of 80 feet. The blizzard spreads over corners. The area becomes difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The frigid winds count as a severe distraction for the purposes of maintaining concentration on spells. These winds (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.\nWhen the blizzard appears, each creature within it must make a Constitution saving throw. A creature takes 11d8 cold damage on a failed save, or half as much damage on a successful one.\nFor each round thereafter while you maintain concentration on this spell, a creature must make a Constitution saving throw when it enters the spell's area for the first time on a turn or ends its turn there. A creature takes 3d8 cold 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: Wild Chaos Blade\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: You join your hands together, and as you mimic unsheathing an imaginary sword, the light around you temporarily get dimmer. A sword of chaotic energy appears in your hand, looking like solidified multicolored light. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It has the finesse, light, and thrown properties (range 20/60).\nWhen you make a melee attack with this weapon, roll 2d10+1d4 for damage. Choose one of the d10s. The number rolled on that die determines the attack's damage type, as shown below.\nIf you roll the same number on both d10s, the chaotic energy leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes elemental damage (determined by the d10) equal to 2d4 + your spellcasting ability modifier.\nWhen casting the spell, you can expend your Tides of Chaos. By doing so, you make each attack roll with advantage. However, for each attack you do, you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. You don't regain the use of Tides of Chaos if you do, as it is a special surge of Wild Magic.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\n\n\nd10\nDamage Type\n\n\n1\nAcid\n\n\n2\nFire\n\n\n3\nRadiant\n\n\n4\nThunder\n\n\n5\nForce\n\n\n6\nNecrotic\n\n\n7\nLighting\n\n\n8\nPsychic\n\n\n9\nCold\n\n\n10\nPoison\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d4 for each slot level above 3rd. The damage to the second creature also increase by 1d4"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Fire Surge\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a ruby worth at least 100 gp\nDescription: You take a ruby in your hand, and hold it between your hand as if you were praying. Your hand starts emitting red light and sparks appear around you. Your eyes turn into pools of red flame.\nFor the duration of the spell, you can use an action on each of your turns to evoke a random fire spell. When you do, roll a d10 and consult the following table: The result is the spell whose effect you replicate using this spell. This spell is cast at its lowest slot level.\n\n\nd10\nSpell\n\n\n1-4\nfire bolt\n\n\n5-7\nburning hands\n\n\n8-9\nscorching ray\n\n\n10\nfireball\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can exert some control over its randomness. For each slot level above 5th, roll an additional d10 when consulting which random spell to cast. You may choose the result of any one of the dice rolled this wa"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Focus\nLevel: 4\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You attempt to forcefully shift any number of creatures within range.\nEach unwilling creature must succeed on an Intelligence saving throw or be teleported to an unoccupied place of your choice within range. The location your transfer them to can not immediately be harmful, such as above a pit fall or within the area of a wall of fire spell"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Spark\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You beckon forth the unstable magics within yourself and attempt to willfully force a magical effect into creation. This spell transmutes your chaotic magic into the effect of another cantrip at random. As you are casting this spell, roll a d10 on the following table to determine what cantrip, if any, this spell produces. Follow all effects of the chosen cantrip as you normally would, but ignore any material components listed for that spell. If the cantrip has a normal range of touch, less than 60 feet, or more than 60 feet, its range becomes 60 feet instead (Touch spells, such as shocking grasp, create an ethereal hand that delivers the spell).\n\nWild Spark Effect\n\n\nResult\nCantrip Effect\n\n\n1\nYour cantrip fizzles and no effect is called forth.\n\n\n2\nchill touch\n\n\n3\nray of frost\n\n\n4\nacid splash\n\n\n5\nfire bolt\n\n\n6\npoison spray\n\n\n7\nshocking grasp\n\n\n8\nmind sliver\n\n\n9\ninfestation\n\n\n10\nYou may select one result from this table and use it as your result.\nAt Higher Levels. The spells conjured forth by this spell gain all of their normal additional effects at the appropriate levels. (ie. At 5th level, the damage of fire bolt increases by 1d10 (to 2d10), etc.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Surge\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You pull magic from the flow, and release it into the world.\nYou pull magic from within yourself, and release it upon the world, haphazardly and with no care. You make a roll on the wild magic surge table"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Winds of Chaos\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (100-Foot Line)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: A 100-foot long, 15-foot wide line of gale-force wind infused with swirling, multicolored strands of wild magic blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must make a Strength saving throw. On a failed save, a creature takes 10d8 damage and is pushed 30 feet away from you in a direction following the line. On a successful save, a creature takes half damage and isn't pushed back. Choose one of the d8s. The number rolled on that die determines the wind's damage type, as shown below.\n\n\nd8\nDamage Type\n\n\n1\nAcid\n\n\n2\nCold\n\n\n3\nFire\n\n\n4\nForce\n\n\n5\nLightning\n\n\n6\nPoison\n\n\n7\nPsychic\n\n\n8\nThunder\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The chaotic wind disperses gas or vapor, and it extinguishes flames within the area.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wildfire\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a firefly\nDescription: A creature within range burns. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the effect ends for that creature.\nIf a target takes fire damage from this spell, choose one creature you can see within 30 feet of target that is not already burning. The new target begins burning, taking damage and spreading the fire as above"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Will Charge\nLevel: 1\nSchool: Evocation\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, Up To 1 Minute\nComponents: V, S\nDescription: Created by Imperial Wardens to empower their attacks. You can channel your will into a weapon for a short period, infusing strikes with arcane might. The first time you hit with a melee weapon attack during this spell\u2019s duration, the attack deals an extra 2d8 force damage to the target.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level about 1st, up to a maximum of 6d8 with a 5th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: William\u2019s Wonderful Word Bomb\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Indefinite\nComponents: V, M\nMaterial cost: a small copper jar worth 25 GP\nDescription: You speak a message into the jar that can be no longer then 3 sentences, and then close the jar. When the jar is next opened, a thick blue smoke drifts out of the jar and the message is spoken from the jar, ending the spell.\nAlternatively, you can throw the jar at a target with 30 feet as an action. Every creature within 30 feet of where the jar lands must make a Wisdom saving throw, taking 2d10 psychic damage, half as much on a success. When the jar lands, it screams the message, audible out to 100 feet away. After doing this, the spell ends and the jar is destroyed.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the number of sentences in the message by one for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Willman's Rocktomb\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a mouse trap made of tin\nDescription: You create a three-row toothed trap made of solid stone that springs right below a creature you can see in range. The trap is a 10-foot diameter cylinder that is 30 feet tall. A target that is completely inside the cylinder must make a Dexterity saving throw. On a failed save, the target takes 5d8 bludgeoning damage, and it is restrained for the duration of the spell. On a successful save, the target takes half as much damage and isn't restrained. A creature restrained by the trap can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nAt 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. If you cast this spell using a spell slot of 5th level or higher, the trap is a 15-foot diameter cylinder that is 40 feet tall. If you cast this spell using a spell slot of 8th level or higher, the trap is a 20-foot diameter cylinder that is 50 feet tall"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wind Blades\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (30-Foot Line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a fan made out of feathers worth at least 10 gp\nDescription: You blow air forward, slashing anything in its path. Choose one target within range. Each creature in the line must make a Dexterity saving throw. A creature takes slashing damage equal to 2d6 + your spellcasting ability on a failed save, or half as much damage on a successful one.\nThe wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.\nAt 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: Wind Blast\nLevel: 0\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A small burst of wind explodes with a bang next to a target\nyou can see within range. Make a ranged spell attack against\nthe target. On A hit, the target suffers 1d6 wind damage\nand is deafened until the end of its next turn\nThis spell's damage increases by 1d6 when you reach 5th\nlevel (2d6), 11th level (3d6), and 17th level (4d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wind Slash\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a feather, a fan or a bit of sand \nDescription: You lash out a powerful blast of wind at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target Takes 1d10 slashing damage. you snuff any tiny unprotected flames (such as a torch or a candle) between you and the target.\nThis spell creates more than one blast when you reach certain levels: two blasts at 5th level, three at 11th level and four at 17th level. you can lash out the blasts at the same targets or at different ones. Make a separate attack roll for each blast."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wind Strike\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You brandish the weapon used in the spell\u2019s casting and swing through the air, projecting an attack towards your target. Make a ranged spell attack using your spellcasting ability modifier against one creature within range, and on a hit, the target suffers your weapon attack\u2019s normal effects.\nThis spell\u2019s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Windflower Wind Barrier\nLevel: 4\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You cast this spell as a reaction in response to an attack targeting you, or an effect that forces you to make a saving throw. The spell creates a barrier of wind around you, with pressure so powerful that virtually nothing can penetrate it. The attack which targets you fails to hit, regardless of the attack roll. If the saving throw is made to negate or mitigate damage (other than psychic damage), you automatically succeed on the saving throw.\n\n\n\nThis page may resemble content endorsed by, sponsored by, and/or affiliated with the Negima franchise, and/or include content directly affiliated with and/or owned by Ken Akamatsu. D&D Wiki neither claims nor implies any rights to Negima copyrights, trademarks, or logos, nor any owned by Ken Akamatsu. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Winds of Change\nLevel: 4\nSchool: Evocation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a fan\nDescription: Howling winds swoop in, orbiting a point that you designate within range and rearranging creatures caught within a 60-foot radius. Each creature within the spell\u2019s area is moved to an unoccupied position you choose within the area. An unwilling creature may make a Strength saving throw to avoid being taken by the winds."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Winds Of Chaos, Dagger\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 15 Foot Cone\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Dagger\nDescription: You create a wide arc of wind, each target in the area must make a strength save or be pushed back 10 feet and take 1d4 wind damage.\nAt Higher Levels. This spell pushes the target back further and deals more damage when you reach higher levels. At levels 5th (2d4), 11th (3d4), and 17th (4d4) the push is increased by 5 each."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Winds Of Chaos, Handaxe\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (30 Foot Line)\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: Handaxe\nDescription: You create a handaxe made of magical wind that is thrown out of your actual handaxe that slashes through in a line, make a single ranged spell attack that targets each target in the line, dealing 1d6 wind damage on a hit.\nAt Higher Levels. This spell\u2019s damage increases by 1d6 when you reach 5th level (1d6), 11th level (2d6) and 17th level (3d6)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Winds Of Chaos, Mace\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: Mace\nDescription: You throw out your mace, pushing you 5 feet from the target, your mace goes hurdling forward to strike the target then returns to you, the target makes a dexterity save or takes 1d8 wind damage and is pushed 5 feet from you.\nAt Higher Levels. This spell\u2019s 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: Winds Of Chaos, Quarterstaff\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: quarterstaff\nDescription: You slam your staff down creating a large amount of wind energy, each target within range must make a dexterity save or take 1d6 wind damage.\nThis spell\u2019s 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: Wings of the Phoenix\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Reaction, When You Would Be Reduced To 0 Hitpoints\nRange: Self\nDuration: 1 Minute\nComponents: M\nMaterial cost: a phoenix's feather\nDescription: As you are struck down, your body surges with a fiery burst of renewed energy. When you are reduced to 0 hit points, you can regain 5d6 hit points instead. After you regain hit points with this spell, fiery wings sprout from your back granting you a flying speed of 60 feet, which lasts until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wisplight\nLevel: 1\nSchool: Evocation (Ritual)\nClasses: Druid, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 15 Ft\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: a pinch of bone ash, consumed by the spell\nDescription: You create a Tiny magical light within range, appearing as a glowing orb or shimmering flame. It emits bright light in up to a 10-foot radius and dim light for the same amount of feet past that. As a bonus action on your turn while a wisplight is within 120 feet of you, you can issue a mental command to it, moving it up to 60 feet in a direction or having it follow you or another creature in its space.\nA wisplight has an AC equal to your spell save DC and has 1 hit point. It is immediately destroyed if it enters an unlit area of magical darkness. Once all wisplights created by this spell are destroyed, the spell ends.\nWhen you use a bonus action to issue a command a wisplight, you can choose for it to take one of the following additional actions:\nAlter Light. The wisplight alters the radius and color of the light it gives off, to a maximum radius of 10 feet of bright light or to a minimum radius of 5 feet of bright light.\nDisperse Vapor. The wisplight hedges out fog, gas, dust, or similar visual obscurements in a 10-foot radius around it.\nSpark. Make a melee spell attack against a target within 5 feet of the wisplight. On a hit, the target takes fire, lightning, or cold damage (your choice when you create the wisplight) equal to 1d4 + your spellcasting ability modifier.\nDetonate. The wisplight explodes, destroying it. All creatures within a 5-foot radius of the exploding wisplight must make a Dexterity saving throw, taking 2d6 damage on a failure, or half as much on a success. The damage type is the same as the wisplight's Spark ability.\nAt Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.\nThe default 1st-level Power Point allocation for this spell is Light/Disperse Radius 0, Detonate Radius 0, Damage 0, Duration 0, Amount 1.\n\n\n\n\u2014Power Point Cost\u2014\n\n\n\n-1\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n\n\nMaximum Light and Disperse Radius \ud83d\udd17\n\u2014\n10 ft.\n15 ft.\n20 ft.\n30 ft.\n60 ft.\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nDetonate Radius \ud83d\udd17\n\u2014\n5 ft.\n10 ft.\n15 ft.\n20 ft.\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nSpark/Detonate Damage \ud83d\udd17\nNone/1d6\n1d4/2d6\n1d4/3d6\n2d4/4d6\n2d4/5d6\n3d4/6d6\n3d4/7d6\n4d4/8d6\n4d4/9d6\n5d4/10d6\n\u2014\n\n\nDuration \ud83d\udd17\nUp to 1 round\nUp to 1 hour\nUp to 8 hours\n24 hours*\n\u2014\nUntil dispelled*\n\u2014\n\u2014\n\u2014\n\u2014\n\u2014\n\n\nWisp Amount \ud83d\udd17\n\u2014\n\u2014\n1\n2\n\u2014\n3\n\u2014\n4\n\u2014\n5\n\u2014\n*The duration of 24 hours or greater no longer requires concentration.\nWisp Amount. By allocating power points into this attribute, you can create and command multiple wisplights with a single casting of this spell. You can command all wisplights within 120 feet of you with the same bonus action, issuing the same or different commands to each one. At least one power point must be allocated into this attribute to cast this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Witchcraft\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You have mastered the essence of mysterious phenomena and supernatural creation. Using the spell, you can create one of the effects within range:\nYou instantaneously create, freshen, warm, chill or flavour up consumable food or beverages of your choice as long as the amount does not exceed 1 cubic foot.\nYou instantaneously cause flames, candles, bonfires etc light sources to light up, extinguish, dim or flicker.\nYou instantaneously create phenomena such as harmless tremors in the ground, strong gusts of wind, light to medium rain, thunderous sounds, cries or sounds of animals, ominous whispers, scent of perfume, musical notes etc.\nYou instantaneously create, clean or soil clothes of your choice on yourself or any other creature. The created clothes replace the clothes already worn. If clothes created through this spell are taken off or replaced, then they burst into colurful glitters.\nYour are able to transmute elements in various ways such as creating small or tiny non-magical life using rocks and leaves, animating fire or water no larger than 1 cubic feet, changing the flow of water, turning rain to mist etc."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Witchfire\nLevel: 5\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: Self (100-Foot Line) Or Self (60-Foot Cone)\nDuration: 1 Minute\nComponents: V, S\nDescription: You conjure a mysterious screaming purple flame which burns the body and soul. When you cast this spell, you can choose to affect a 100-foot long, 10-foot wide line, or you can choose to fan the flames across the area, sweeping through a 60-foot cone. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 5d6 fire damage and 5d6 psychic damage, and is weakened for 1 minute. A weakened creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half damage and isn't weakened"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wither\nLevel: 3\nSchool: Necromancy\nClasses: Artificer, Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A small plant, which disintegrates after casting this spell\nDescription: You cause someone to rapidly age. One creature in range must make a Constitution saving throw, or be magically aged 1d6 + 1 years.\nAt Higher Levels. When cast at 4th level or higher, the amount they are aged increases by 1d6 + 1 for every level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Withering Destruction\nLevel: 7\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a withered flower, a piece of obsidian worth at least 50 gp, and an amethyst worth at least 100 gp\nDescription: You conjure a bolt of dark energy that leaps at a creature or object within range. The target must make a Constitution saving throw, taking 9d10 necrotic 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 8th level or higher, increase the damage by 1d10 for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Withering Ray\nLevel: 2\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three rays of necromantic energy and hurl them at targets within range. You can hurl them at one target or several.\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 necrotic damage. If this damage reduces an organic target to 0 hit points, it dies instantly and withers into a husk. Inorganic targets such as constructs (except wood or flesh constructs) do not wither but are not immune to this spell's damage.\nThis spell automatically causes up to a 10-foot cube of nonmagical plants, excluding plant creatures, to wither on a hit.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Withering Thorn\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Cleric, Druid, Warlock, Wizard\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 then your weapon passes onto your target dark, withering magical thorny vines that sap vitality. If the target uses a form of healing while the effect of this spell is still active, you may roll a 1d8 + your spellcasting modifier and reduce the amount of hit points gained by that amount. If you reduce hit points gained from healing to 0, any damage left over is dealt onto the target in necrotic damage. Necrotic damage that comes from this spell does not effect undead or constructs, but does still reduce any healing capabilities as normal.\nAt Higher Levels. At 5th level, you deal an extra 1d8 necrotic damage on a hit, and the reduction to magical healing increases to 2d8 + your spellcasting modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Withering/Burning\nLevel: 5\nSchool: Necromancy\nClasses: Bard, Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, Up To 1 Hour\nComponents: V, S, M\nMaterial cost: leaves and charcoal\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 to curse the target with magical Withering or Burning. If you choose Withering and the creature is immune to necrotic damage, they automatically succeed their saving throw. If you choose Burning and the creature is immune to radiant damage, they automatically succeed their saving throw.\nWithering. While cursed, the target's flesh and blood is twisted to become mortally dependent on light. While in darkness, the target takes 20 necrotic damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, acid, and cold damage, and has disadvantage on ability checks. While in dim light, the target takes 10 necrotic damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to radiant damage for the duration of the curse\nBurning. While cursed, the target's flesh and blood is twisted to become hypersensitive to light. While in bright light, the target takes 20 radiant damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, lightning, and fire damage, and has disadvantage on ability checks. While in dim light, the target takes 10 radiant damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to necrotic damage for the duration of the curse.\nA Greater Restoration spell ends this effect.\nAt Higher Levels. If you cast this spell using a spell slot of 6th 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 spell slot of 8th level or higher, the duration is one week. If you use 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wizzro's Blast\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: See Description\nDuration: Instantaneous\nComponents: V, S\nDescription: You push both hands forward to blast a searing beam of life-draining energy. This beam lingers for several seconds. During this brief period, you can point the beam in one direction as a 60-foot line, sweep it over a small area as a 60-foot cone, or spiral it around you as a 60-foot-radius circle centered on you. When the beam covers a wider area, each individual target suffers it for less time, and consequently takes less damage. Any target in range must succeed on a Dexterity saving throw to duck out of the way, or take damage based on the area selected:\n60-Foot Line: 42 (12d6) necrotic damage\n60-Foot Cone: 35 (10d6) necrotic damage\n60-Foot Radius: 28 (8d6) necrotic damage\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the necrotic damage by 1d6 for every slot level above 5th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Woeful Stab\nLevel: 6\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: one dagger, which the spell consumes\nDescription: A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration.\nYou are proficient with the woeful dagger and you may use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using it. It deals 2d4 piercing damage and is a magic weapon.\nOnce during the spell's duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw. On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns in an attempt to end the effect"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wolfsbane\nLevel: 2\nSchool: Abjuration\nClasses: Druid, Ranger\nCasting time: 1 Reaction, Which You May Take When Another Creature Uses A Spell Or Effect To Change Its Shape.\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a handful of animal fur\nDescription: Whenever creature uses a spell or effect that would change its form, that creature must make a Constitution saving throw.\nOn a failure, the creature does not change shape and takes 4d6 psychic damage. The target\u2019s action is wasted, and if the shapechanging feature has limited uses, one use is also wasted"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wonderment\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Paladin\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 Hour\nComponents: V, S\nDescription: The spell targets three creatures. The targets must succeed on a charisma saving throw or be charmed. While they are charmed they cannot attack you or your allies. They look at you in amazement for the duration of the spell. The song played during the scene where they see the dinosaurs for the first time in the movie Jurassic Park plays.\nAt Higher Levels. The spell targets more creatures at higher levels: 6 targets at 5th level, 9 at 11th level, and 12 at 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wood Shape\nLevel: 2\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch a piece of wood, which may be a Large or smaller tree or wooden object or a section of wood that fits entirely within a 10-foot cube, and cause it to twist into any shape you desire. The extant of these changes can't cause the wood to extend beyond 10 feet in any dimension. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. You can also create simple melee weapons, such as a club, greatclub, or quarterstaff, using this spell, but shields, armor, and martial or ranged weapons are too complex to create."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Word of Stumbling\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak an enchanted word at a creature. The creature must pass a Wisdom saving throw or it will fall prone and drop whatever it is holding. The creature will remain incapacitated for one round.\nUndead and creatures immune to being charmed aren't affected by this spell\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select an additional target for your spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Word of Virulence\nLevel: 0\nSchool: Evocation\nClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You utter a divine word, and corrupting virulence erupts from you. Each creature of your choice that you can see within range of you or a creature with Corruption you can see within 90 feet must succeed on a Constitution saving throw or take 1d4 poison damage and gain one Corruption. For the next minute you are aware of the direction, distance to, and level of Corruption of, any creatures with Corruption within 90 feet. Corruption is removed any time a creature takes a rest or is subjected to an effect that can remove disease or curses. Affected creatures with one Corruption take 1d8 poison damage instead. Creatures that already had 2 or more Corruption take 1d8 poison and 1d8 necrotic damage instead. You regain hit points equal to the necrotic damage dealt by this spell. A creature with 3 or more corruption has disadvantage on Constitution saving throws until the Corruption is removed\nAt Higher Levels. The spell\u2019s damage increases by one of each die when you reach 5th level (2d4, 2d8 or 2d8 plus 2d8), 11th level (3d4, 3d8 or 3d8 plus 3d8), and 17th level (4d4, 4d8 or 4d8 plus 4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrath\nLevel: 1\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You point your finger, and dark energy washes over a target you can see within range. The target must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d6 necrotic damage for every spell level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrath of Morass\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Druid, Ranger, Sorcerer, Warlock\nCasting time: 1 Action\nRange: 120 Feet (60 Ft Circle)\nDuration: Concentration Up To 10 Minutes\nComponents: V, S, M\nMaterial cost: a small chunk of lichen or moss\nDescription: A carpet of moss blankets a 60ft radius circle on the ground centered on a point that you can see within range. Creatures movement speeds are reduced by 5ft when walking or running on the carpet of moss, also when a creature first enters the zone or takes movement while on or up to 30ft above the carpet of moss, a puff of spores is emitted in a 5ft area centered on the movement and up to 15 ft in the air. Any creatures within this spore cloud must make a constitution saving throw or take 3d6 poison damage and are poisoned, choking on the spores with audible coughs or sneezes. On a successful save, a creature takes half damage and is not poisoned.\nAlternatively, Wrath of Morass can be cast defensively. If cast over a period of ten minutes, the moss carpet covers an area up to the equivalent to a 120ft circle, in any shape the caster desires. This larger carpet functions identically to the standard casting, but deals 3d4 damage instead of 3d6\nWhen cast in a forest or naturally warm and damp environment where moss grows well, the moss is difficult to see and compared to non-magical moss the spell effect is difficult to distinguish. A perception check vs the casters Passive Nature DC (10+ Nature modifier) must be made to notice this affected area, and perhaps understand the nature of this spell. The moss is also more potent in its natural environment, dealing one additional damage die of a type determined by the spell's method of casting.\n\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by one additional damage die for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrathful Arrow\nLevel: 1\nSchool: Enchantment\nClasses: Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, Up To A Minute\nComponents: V, M\nMaterial cost: a piece of ammunition\nDescription: You imbue a piece of your ammunition with pure wrath. The first time you hit with a ranged attack that uses an ammunition weapon within the duration, the attack deals an extra 1d6 psychic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be frightened of you for the duration. The affected creature can use its action to attempt to steel its resolve and make a new saving throw, ending the effect on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wreath of Life\nLevel: 1\nSchool: Conjuration\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Round\nComponents: V, S, M\nMaterial cost: a flower petal\nDescription: You chant a mystic incantation, creating a magical garland on the head of an ally. If it is not destroyed, it restores their health. If the target takes no damage before the start of your next turn, it regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrecking Squall\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a dried oak leaf\nDescription: A massive burst of wind explodes from a point you can see\nwithin range. Each creature in a 20 foot radius sphere area\nmust make a Strength saving throw. Targets that fail their\nsaving throw are pushed outside the spells area to a space you\nchoose, and then knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wyrd Reconstruction\nLevel: 0\nSchool: Necromancy\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise your arms and channel the power of the occult to haphazardly mend the wounds of a creature within range, with risk of injury. The target regains 1d4 hit points and makes a Constitution saving throw. On a failed save, the target loses 1d10 hit points due to blood loss.\nThe hit points regained by this cantrip become 1d6 when you reach 5th level, 1d8 when you reach 11th level, and 1d10 when you reach 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wyvern Watch\nLevel: 1\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: 8 Hours\nComponents: V, S, M\nMaterial cost: holy symbol\nDescription: You touch a wall, pillar or other immovable object. An insubstantial haze, resembling a Small wyvern, lurks within 5 feet of that object. A Wisdom (Perception) check is required for other creatures to notice the wyvern, with a DC equal to your spell save DC.\nWithin the duration, the next humanoid other than yourself to move within 10 feet of the object is struck by the wyvern. The target must make a Constitution saving throw or be paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the paralysis ends.\nIn addition, you become aware that the wyvern has made a strike although you cannot determine what kind of creature triggered it.\nThe wyvern dissipates and the end of the spell's duration, or when the wyvern strikes.\nAt Higher Levels. When you cast this spell using a 5th-level spell slot, the spell is triggered by any type of creature (instead of just humanoids)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Xenae's Aquabind\nLevel: 2\nSchool: Transmutation\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a flask of water with a tiny octopus within\nDescription: You call forth a watery appendage from a body of water to bind a nearby creature. Choose a freestanding body of water (or a liquid that is principally water) at least 10 cubic gallons in volume that you can see within range, out of which a tentacle of pure water rises and grabs a Large or smaller creature of your choice within 20 feet. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell\u2019s duration.\nAs an action, you can command the tentacle. When you do so, you cause the restained target to be moved up to 10 feet horizontally. You can then attempt to crush the target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much on a success.\nAt the end of each of its turns, a creature restrained by this spell can make a Strength check against your spell save DC. On a success, the spell ends for that creature. The spell also ends on a target if it is more than 40 feet from the body of water at the start of its turn.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Xenae's Aquaforme\nLevel: 1\nSchool: Transmutation (Ritual)\nClasses: Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: holy water which the spell consumes\nDescription: Rapidly converts a target 20 ft cube on the ground into clean water. The target ground area must not have any anti-magic properties, and must be solid ground without difficult terrain or any structures on top of it weighing more than 100 lb.\nAll creatures standing on the ground when it is being converted into water must make a Dexterity (Acrobatics) saving throw or lose an action struggling to stay afloat in the water.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target area increases by 5 ft per spell level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Xenae's Bubble Prison\nLevel: 5\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a piece of silver coral worth 50 gp, which the spell consumes\nDescription: You trap a Huge or smaller creature within range in a suffocating mass of water. This water is drawn from within a 30-foot radius of the target, and the spell fails if there isn't enough freestanding water in this area to fully engulf the creature: at least 50 gallons, plus an additional 100 gallons for each size category above Medium.\nFor the duration, the target is restrained and must make a Constitution saving throw at the start of each of its turns to resist the effects of crushing pressure; a creature which doesn't need to breathe or which can breathe underwater makes this saving throw with advantage. On a failed save, the target takes 3d8 bludgeoning damage and suffers a level of exhaustion. On a successful save, the target takes half as much damage and doesn't gain a level of exhaustion.\nAs an action, a creature restrained by this spell can make a Strength (Athletics) check to attempt to free itself, ending the spell and falling prone on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of increases by 2d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Xenae's Waterspout\nLevel: 4\nSchool: Transmutation (Ritual)\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute (Concentration)\nComponents: V, S, M\nMaterial cost: holy water which the spell consumes\nDescription: Generates a large waterspout at a target location up to 120ft away.\nAll creatures within 5 ft of the waterspout must make a Strength saving throw. On a failed save, they take 2d8 bludgeoning damage per turn, and are sucked upwards into the air for up to 20ft. On a successful save, they take half damage and are only sucked up 10 ft, but are ejected from the waterspout up to 5d6 ft away.\nAll creatures within 15 ft of the waterspout must also make a Strength saving throw. On a failed save, they are pulled 10ft towards the waterspout.\nAs an action, you can also command the waterspout to move to a ground location up to 20ft away, with a maximum of 20ft of elevation difference for each time it moves.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8, and the movement range of the waterspout increases by 5 ft, per spell level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Youngblood\nLevel: 3\nSchool: Enchantment (Ritual)\nClasses: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You perform a refreshing hour-long ritual on a conscious creature that gives them temporary hit points equal to half their maximum hit points, restores all spell slots of 3rd level and below, and heals them of any curable mental ailments.\nUpon casting Youngblood on a creature, you may attempt to revert its mental age to 24 hours in the past, erasing any memories made in that period of time and reverting their mental structure to what it was before. If the creature's mind is unwilling, it may make a Charisma saving throw to avoid mental reversion. Unconscious creatures can also be reverted, though creatures who have died or creatures younger than 24 hours cannot be reverted."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zantetsuken\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Paladin, Ranger, Warlock\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a weapon that deals slashing damage\nDescription: You teleport to an enemy and slash them with a blade, rending them apart.\nMake a melee spell attack against a creature within range. On a hit, you teleport to any open space within 5 feet of the target and strike the target with your focus component, dealing 6d12 slashing damage instead of the weapon's normal damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 and the range increases by 10 feet for each slot level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zap\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You fire a thin streak of electric energy that strikes one creature of your choice within 60 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 lightning damage and the target can't take reactions until the end of its next turn.\nAt Higher Levels. This spell\u2019s 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: Zap Bolt\nLevel: 1\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You fire a small, but concentrated electric current from your hand to zap a creature or object in range. Make a ranged spell attack against the target, dealing 3d8 lightning damage on a hit.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd or higher, increase the damage by 1d8 for each slot level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zealousy\nLevel: 5\nSchool: Enchantment (Ritual)\nClasses: Bard, Cleric, Warlock, Wizard\nCasting time: 1 Day, During Which Time Rests May Be Taken.\nRange: 30Ft\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a uniform worth at least 100gp, which is given to the target for them to keep, rare incense and cermonial drinks worth 50gp, which are consumed.\nDescription: Touch one willing creature with an intelligence score of at least 4. For the duration of casting, this creature must stay within 30 feet of you, be able to hear you speak, and understand at least some of your words. You perform a ceremony with the creature in the process of casting zealousy, at the end of which you both partake of ceremonial drinks, and you present the creature with a uniform, symbolizing its entry into eternal servitude in your name.\nThe creature must be aware of what the ceremony will do, and be willing for the entire duration of casting, in order to be considered willing for the purposes of the spell. Creatures that can't be charmed are immune to the effects of this spell.\nWhen the ceremony is finished, the creature becomes immune to further charm effects. It cannot defy any command given by you, even if that command would cause harm to the target, the target's loved ones, or even you. It is considered charmed by you. Unless commanded not to, it must take any action necessary, including self-sacrifice, to protect you or advance your interests.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature per slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zeno's Death Summon\nLevel: 4\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 5 Ft\nDuration: 1 Minute\nComponents: None\nMaterial cost: scythe, 1 liter of blood, 125gp\nDescription: The caster summons an ethereal scythe and places it in the ground, drawing a blood circle around the scythe. Subsequently an avatar of death (from the deck of many things) will appear and fight alongside its summoner for one minute.\nAfter the minute ends the avatar of death will disappear taking 125gp and 6d8 of the casters hit points as payment for its services. While the avatar is summoned the caster has an exhaustion level of 3, on its disappearance the summoner loses one level of exhaustion but is blinded for 5 rounds. The hit points of the avatar are 1/4th of the summoner's hp and its AC is a\n17."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zeno's Grim Reaping\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: a chunk of obsidian carved into the shape of a scythe\nDescription: You manifest a spectral image of a scythe fitting to be wielded by an avatar of death. This spectral image lasts for the duration, and appears at a point you designate within range. When you cast this spell, you can make a melee spell attack against a creature within 5 feet of the scythe. On a hit, the target takes necrotic damage equal to 3d10 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. A humanoid killed by this spell rises up as a zombie at the start of your next turn. This zombie is considered to be under your control, and may be given orders as part of the bonus action required to attack with the scythe.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for every 2 levels above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zephyr-Burst Strike\nLevel: 0\nSchool: Evocation\nClasses: Druid, Sorcerer\nCasting time: 1 Action\nRange: Self (5-Foot Radius)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon\nDescription: Strong winds envelop your weapon, ready to release a burst of gusting winds.\nAs part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise, the spell fails. On a hit, the target suffers the attack's normal effects and is dealt an additional 1d8 slashing damage, the target also gets pushed back 5ft. Enemy creatures within 5ft. of the target take slashing damage equal to your spellcasting ability modifier.\nAt 5th level, the melee attack deals an extra 1d8 slashing damage to the target, and the slashing damage to the surrounding creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zodiac Strike\nLevel: 1\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: M\nMaterial cost: A Zodiac ring\nDescription: The raw power of the zodiac ring and its components placed into a small orb. When using this spell, roll 1d12 to determine the damage type:\n\n\nElement\nDamage Type\nEffect\n\n\nFire\nFire\nThe sphere explodes, creating a wave of fire to incinerate your target.\n\n\nEarth\nBludgeon\nThe sphere solidifies into a large stone and smashes into your enemy.\n\n\nWater\nWater\nThe sphere shatters like glass and unleashes a wall of water upon the target.\n\n\nAir\nWind\nA gust of wind emerges and harms the enemy.\nThe target must make a Wisdom saving throw against your spell save DC. If they fail, they take 1d8 damage of the determined type. If they succeed, they take half as much damage. If the date in-game is an equinox or a solstice (ask your DM before using the spell), the target takes double the amount of damage that they would normally take.\nAt Higher Levels. When you cast this spell using a spell slot of 2 or higher, its damage increases by 1d16"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zombie Infection\nLevel: 8\nSchool: Necromancy\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (Radius 60 Feet)\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: The tooth of a zombie\nDescription: You send out a wave of necrotic energy. Any humanoid corpses within the radius rise as a zombie. All living humanoids within the radius must make a Constitution saving throw. On a failure, if the creature dies within 1 minute of this spell being cast, its corpse rises as a zombie. The zombies are not under your control, though they will not attack you or other creatures of your choice.\nAny zombies created by this spell gain the following attack as well as Multiattack(One Bite attack and one Slam attack).\nBite\nMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing plus (2d8 + 6) necrotic damage. The target makes Constitution saving throw against your Spell save DC. On a failure, if the creature dies within 1 hour, it rises as a zombie. Zombies created by this attack also gain the Bite attack and Multiattack.\nCasting greater restoration, remove curse, or wish on a creature can remove the effect of becoming a zombie when the creature dies"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Faith\nLevel: 3\nSchool: Divination\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (30-Foot Cylinder)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a symbol of faith\nDescription: When you cast this spell, you create an area where the powers of your chosen god hold more sway than they usually have.\nChoose a divine entity. All creatures in this zone that are the same alignment as the divine entity gain advantage on all saving throws and skill checks.\nAll creatures that have the exact opposite alignment as the chosen god must make a Wisdom saving throw. On a failed save, the creature gains disadvantage on all saving throws and skill checks.\nIf the alignment of the god chosen is Neutral, then you may chose a non neutral alignment (Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil) that will get disadvantage. Unaligned creatures are not effected by this spell\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the range is increased by 10ft for each level above 1st"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Frost\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 Minute\nComponents: V, S, M\nMaterial cost: an ice cube\nDescription: You call forth an area of freezing cold on a location you can see within range. Everything within a 20-feet square centered on that location is covered with frost, creeping up and encasing any creature unfortunate enough to be within the area of effect.\nThe entire area affected by the spell counts as difficult terrain. Any creature moving within it for the first time on their turn must make a Dexterity saving throw or fall prone.\nWhen the ice appears and whenever a creature starts its turn on the area, or enters the area for the first time on their turn they have to make a Constitution saving throw, if they fail they become encased in ice, take 2d4 cold damage and are restrained until the spell ends, if they succeed on the Constitution saving throw they instead take half the cold damage and lose 10 feet of movement speed until the end of their next turn instead of becoming restrained.\nAny creature that is restrained by the spell can repeat the Constitution saving throw at the end of their turn. If they succeed they break free of the ice and are no longer restrained but have their movement speed reduced by 10 feet until the end of their next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher the area increased by 10-feet and the cold damage by 2d4 for each spell slot above 3rd"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Lies\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 10 Minutes\nComponents: V, S\nDescription: You create a magical zone that wards away truth in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell\u2019s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can\u2019t speak a deliberate truth while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with the truth. Such a creature can be evasive in its answers as long as it remains outside boundaries of the truth.\nIf a zone of lies and a zone of truth overlap or intersect, they cancel out, ending both spells."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Power\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a small quartz sphere worth at least 100 gp, and an acorn or a few pieces of wheat chaff\nDescription: You create a zone of slightly bluish energy that suffuses an area you can see. Choose a 15-foot cube within the spell's range that you can see. That area takes 4d6 force damage at the start of each of your turns. Creatures within the area must make a Dexterity saving throw, taking full damage on a failed save, or half as much damage on a successful one. You may use a bonus action on your turn to move the zone up to 15 feet.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Silence\nLevel: 4\nSchool: Illusion\nClasses: Bard\nCasting time: 1 Minute\nRange: Self (5-Foot-Radius Sphere)\nDuration: 1 Hour\nComponents: V, S\nDescription: You manipulate sounds waves in a 5-foot-radius sphere centered on yourself to protect against eavesdroppers while allowing those within to converse normally. No sound can pass through the sphere; creatures within are immune to thunder damage from sources originating outside and are effectively deafened to everything not within the sphere, and vice versa. Until the spell ends or you dismiss it as a bonus action, the sphere moves with you, centered on you.\nA successful Wisdom (Insight) check to read lips can still reveal what's said on the other side of the sphere.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Sweet Air\nLevel: 2\nSchool: Abjuration (Ritual)\nClasses: Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 Hour\nComponents: V, S, M\nMaterial cost: a silk handkerchief\nDescription: You do not need to have the \"Ritual Casting\" feature to cast this spell as a ritual.\nYou create an invisible magical zone that eliminates noxious airs in a 15-foot radius sphere centered on a point of your choice within range.\nAll poisonous or otherwise damaging gases of natural or magical origin, except those created by breath weapons, are blocked by this spell and cannot enter the zone. Fresh air passes into the zone without hindrance. If any fumes are present when the spell was cast, or are created inside the area of protection, they are instantaneously purged from it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zuzar's Flaming Laser Sword\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (600 Feet)\nDuration: Concentration, Up To 1 Minute\nComponents: V, S, M\nMaterial cost: a copper and silver rod worth at least 40gp\nDescription: You invoke the ancient power of dragon breath. You create a 600 feet long, one inch wide beam, which is only stopped by full cover.\nWhenever something starts their turn within or enters the area of the beam, they must make a Dexterity saving throw, taking 20 radiant damage and becoming ignited on a failed save, or taking half as much and not becoming ignited on a success.\nAs an action, you can change the direction of the beam, up to 45 degrees.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, its damage increases by 5 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: \u00c6therstorm\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A sphere of astral energy rips through at a space centered on a point within range. All creatures within a 25 foot-radius sphere must make a Constitution saving throw. On a failure, creatures are pulled 15 feet towards the center and take 6d8 force damage. If a creature is at the center, or the center is occupied by a creature so that another cannot occupy the space, all such creatures take an additional 2d6 bludgeoning damage, and are knocked prone on a failure. On a success, creatures take half damage, and are not knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d8 force damage for every level above 4th"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: \u00c9clair Noir de l'Apocalypse\nLevel: 0\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Special\nDuration: Instantaneous\nComponents: S\nDescription: Your control over the laws of heaven and earth and understanding of the way of existence has allowed you control over \u00c9clair Noir Apocalypse, the heaven-defying black lightning. You channel your life-force and convert it into this lighting. Creation of this force comes with a price; whenever you cast this spell, your internal organs are electrocuted and burned, dealing you Xd12 lightning damage(this damage cannot be reduced in any way).\nWhen you cast this spell, you strike a maximum of X targets within a radius of 10X feet with black lightning from the sky, instantly disintegrating non-magical structures. This causes a loud booming sound to resound within a 100X feet. Creatures attacked in this way must make a dexterity save contested against your spell save DC. They take Xd4 lightning damage on a failure and are restrained by black shackles springing up from space for X minutes. On a success, nothing happens.\nYou may also imbue the lightning into weapons. If you do, the weapon deals an additional Xd6 lightning damage. This effect lasts for a number of hits equal to your proficiency bonus, after which the weapon disintegrates into dust(if it is non-magical).\nX is any number chosen by the caster. It's value is the same for all damages and effects. All effects take place after you take the damage. If you cannot take the damage, the spell fails.\nAt Higher Levels. At 10th level, you ignore resistance to lightning damage. At 15th level, your movement speed becomes 10X feet while you wield the lightning imbued weapon. At 20th level, you ignore immunity to lightning damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Acid Splash\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\n\nAt Higher Levels. This spell\u2019s 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: Blade Ward\nLevel: 0\nSchool: Abjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 round\nComponents: V, S\nDescription: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Booming Blade\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\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 then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\n\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chill Touch\nLevel: 0\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 round\nComponents: V, S\nDescription: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can\u2019t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\n\nAt Higher Levels. This spell\u2019s 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: Control Flames\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous or 1 hour\nComponents: S\nDescription: You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\nYou instantaneously extinguish the flames within the cube.\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\nYou cause simple shapes\u2014such as the vague form of a creature, an inanimate object, or a location\u2014to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Bonfire\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire\u2019s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire\u2019s space for the first time on a turn or ends its turn there.\n\nAt Higher Levels. The spell\u2019s 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: Dancing Lights\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of phosphorus or wychwood, or a glowworm\nDescription: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\n\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell\u2019s range."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Decompose (HB)\nLevel: 0\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: 1 minute\nComponents: V, S\nDescription: You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Druidcraft\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Whispering to the spirits of nature, you create one of the following effects within range:\n\nYou create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\nYou instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\nYou create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.\nYou instantly light or snuff out a candle, a torch, or a small campfire."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eldritch Blast\nLevel: 0\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\n\nAt Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Encode Thoughts\nLevel: 0\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 8 hours\nComponents: S\nDescription: You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Bolt\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn\u2019t being worn or carried.\n\nAt Higher Levels. This spell\u2019s 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: Friends\nLevel: 0\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: S, M\nMaterial cost: a small amount of makeup applied to the face as this spell is cast\nDescription: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn\u2019t hostile toward you. When the spell ends, the creature realizes that you 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\u2019s 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: Frostbite\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\n\nAt Higher Levels. The spell\u2019s 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: Green-Flame Blade\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-foot radius)\nDuration: Instantaneous\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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\n\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guidance\nLevel: 0\nSchool: Divination\nClasses: Artificer, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gust\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You seize the air and compel it to create one of the following effects at a point you can see within range:\n\nOne Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\nYou create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn\u2019t pushed with enough force to cause damage.\nYou create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hand of Radiance (UA)\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 5 feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.\n\nAt Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infestation\nLevel: 0\nSchool: Conjuration\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a living flea\nDescription: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn\u2019t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\n\nAt Higher Levels. The spell\u2019s 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: Light\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, M\nMaterial cost: a firefly or phosphorescent moss\nDescription: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\n\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Lure\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (15-foot radius)\nDuration: Instantaneous\nComponents: V\nDescription: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\n\nAt Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mage Hand\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 minute\nComponents: V, S\nDescription: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nYou can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\n\nThe hand can\u2019t attack, activate magical items, or carry more than 10 pounds."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Stone\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Warlock, Artificer\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 minute\nComponents: V, S\nDescription: You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker\u2019s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\n\nIf you cast this spell again, the spell ends early on any pebbles still affected by it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mending\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: two lodestones\nDescription: This spell repairs 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 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item or construct, but the spell can\u2019t restore magic to such an object."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Message\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 round\nComponents: V, S, M\nMaterial cost: a short piece of copper wire\nDescription: You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn\u2019t have to follow a straight line and can travel freely around corners or through openings."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Sliver\nLevel: 0\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 round\nComponents: V\nDescription: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\n\nAt Higher Levels. This spell\u2019s damage increases by 1d6 when you reach certain levels: 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: Minor Illusion\nLevel: 0\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 minute\nComponents: S, M\nMaterial cost: A bit of fleece\nDescription: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\n\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else\u2019s voice, a lion\u2019s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nIf you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can\u2019t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\n\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mold Earth\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous or 1 hour\nComponents: S\nDescription: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n\nIf you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn\u2019t have enough force to cause damage.\nYou cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\nIf the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: On/Off (UA)\nLevel: 0\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Poison Spray\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\n\nAt Higher Levels. This spell\u2019s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prestidigitation\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: Up to 1 hour\nComponents: V, S\nDescription: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:\n\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou instantaneously light or snuff out a candle, a torch, or a small campfire.\nYou instantaneously clean or soil an object no larger than 1 cubic foot.\nYou chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nYou make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nYou create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Primal Savagery\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: S\nDescription: You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\n\nAt Higher Levels. The spell\u2019s 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: Produce Flame\nLevel: 0\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: 10 minutes\nComponents: V, S\nDescription: A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\n\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\n\nAt Higher Levels. This spell\u2019s 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: Ray of Frost\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\n\nAt Higher Levels. The spell\u2019s 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: Resistance\nLevel: 0\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a miniatrue cloak\nDescription: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sacred Flame\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\n\nAt Higher Levels. The spell\u2019s 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: Sapping Sting\nLevel: 0\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.\n\nAt Higher Levels. 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: Shape Water\nLevel: 0\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous or 1 hour\nComponents: S\nDescription: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n\nYou instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn\u2019t have enough force to cause damage.\nYou cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\nYou change the water\u2019s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\nYou freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shillelagh\nLevel: 0\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: mistletoe, a shamrock leaf, and a club or quarterstaff\nDescription: The wood of a club or quarterstaff you are holding is imbued with nature\u2019s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon\u2019s damage die becomes a d8. The weapon also becomes magical, if it isn\u2019t already. The spell ends if you cast it again or if you let go of the weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shocking Grasp\nLevel: 0\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can\u2019t take reactions until the start of its next turn.\n\nAt Higher Levels. The spell\u2019s 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: Spare the Dying\nLevel: 0\nSchool: Necromancy\nClasses: Artificer, Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sword Burst\nLevel: 0\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (5-foot radius)\nDuration: Instantaneous\nComponents: V\nDescription: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\n\nAt 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: Thaumaturgy\nLevel: 0\nSchool: Transmutation\nClasses: Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Up to 1 minute\nComponents: V\nDescription: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:\n\nYour voice booms up to three times as loud as normal for 1 minute.\nYou cause flames to flicker, brighten, dim, or change color for 1 minute.\nYou cause harmless tremors in the ground for 1 minute.\nYou create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\nYou instantaneously cause an unlocked door or window to fly open or slam shut.\n\u2022 You alter the appearance of your eyes for 1 minute.\n\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thorn Whip\nLevel: 0\nSchool: Transmutation\nClasses: Artificer, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: the stem of a plant with thorns\nDescription: You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\n\nAt Higher Levels. This spell\u2019s 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: Thunderclap\nLevel: 0\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard, Artificer\nCasting time: 1 Action\nRange: Self (5-foot radius)\nDuration: Instantaneous\nComponents: S\nDescription: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\n\nAt Higher Levels. The spell\u2019s 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: Toll the Dead\nLevel: 0\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\n\nAt Higher Levels. The spell\u2019s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Strike\nLevel: 0\nSchool: Divination\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration up to 1 round\nComponents: S\nDescription: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target\u2019s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn\u2019t ended."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vicious Mockery\nLevel: 0\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\n\nAt Higher Levels. This spell\u2019s 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: Virtue (UA)\nLevel: 0\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: 1 round\nComponents: V, S\nDescription: You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Word of Radiance\nLevel: 0\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 5 feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a holy symbol\nDescription: You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\n\nAt Higher Levels. The spell\u2019s 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: Absorb Elements\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: 1 round\nComponents: S\nDescription: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra 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: Acid Stream (UA)\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-foot line)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of rotten food\nDescription: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alarm\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a tiny bell and a piece of fine silver wire\nDescription: You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won\u2019t set off the alarm. You also choose whether the alarm is mental or audible.\n\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animal Friendship\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a cup of water\nDescription: This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast\u2019s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell\u2019s duration. If you or one of your companions harms the target, the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Weapon (UA)\nLevel: 1\nSchool: Transmutation\nClasses: Artificer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You channel arcane energy into one simple or martial weapon you\u2019re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn\u2019t magical, it becomes a magic weapon for the spell\u2019s duration.\n\nAs a bonus action, you can change the damage type, choosing from the options above.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Armor of Agathys\nLevel: 1\nSchool: Abjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a morsel of food\nDescription: A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arms of Hadar\nLevel: 1\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: Self (10-foot radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can\u2019t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt 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: Bane\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a drop of blood\nDescription: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beast Bond\nLevel: 1\nSchool: Divination\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of fur wrapped in cloth\nDescription: You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast\u2019s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bless\nLevel: 1\nSchool: Enchantment\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a sprinkling of holy water\nDescription: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Burning Hands\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-foot cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\n\nThe fire ignites any flammable objects in the area that aren\u2019t being worn or carried.\n\nAt 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: Catapult\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: Choose one object weighing 1 to 5 pounds within range that isn\u2019t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cause Fear\nLevel: 1\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ceremony\nLevel: 1\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 25 gp worth of powdered silver, which the spell consumes\nDescription: You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water. You touch one vial of water and cause it to become holy water.\n\nComing of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication. You touch one humanoid who wishes to be dedicated to your god\u2019s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite. You touch one corpse, and for the next 7 days, the target can\u2019t become undead by any means short of a Wish spell.\n\nInvestiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn\u2019t cast the spell within 1 hour, the invested spell is lost.\n\nWedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chaos Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.\n\nd8\tDamage Type\n1\tAcid\n2\tCold\n3\tFire\n4\tForce\n5\tLightning\n6\tPoison\n7\tPsychic\n8\tThunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\n\nA creature can be targeted only once by each casting of this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Charm Person\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S\nDescription: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chromatic Orb\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 50 gp\nDescription: You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Color Spray\nLevel: 1\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-foot cone)\nDuration: 1 round\nComponents: V, S, M\nMaterial cost: A pinch of powder or sand that is colored red, yellow, and blue\nDescription: A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can\u2019t see).\n\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature\u2019s hit points from the total before moving on to the creature with the next lowest hit points. A creature\u2019s hit points must be equal to or less than the remaining total for the creature to be affected.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Command\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 round\nComponents: V\nDescription: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn\u2019t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can\u2019t follow your command, the spell ends.\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target falls prone and then ends its turn.\n\nHalt. The target doesn\u2019t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Compelled Duel\nLevel: 1\nSchool: Enchantment\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn\u2019t restrict the target\u2019s movement for that turn.\n\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Comprehend Languages\nLevel: 1\nSchool: Divination\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a pinch of soot and salt\nDescription: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\n\nThis spell doesn\u2019t decode secret messages in a text or glyph, such as an arcane sigil, that isn\u2019t part of a written language."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create or Destroy Water\nLevel: 1\nSchool: Transmutation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of water if creating water or a few grains of sand if destroying it\nDescription: You either create or destroy water.\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cure Wounds\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Detect Evil and Good\nLevel: 1\nSchool: Divination\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\n\nThe 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 Magic\nLevel: 1\nSchool: Divination\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\n\nThe spell can penetrate most barriers, but 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 Poison and Disease\nLevel: 1\nSchool: Divination\nClasses: Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a yew leaf\nDescription: For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\n\nThe spell can penetrate most barriers, but 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: Disguise Self\nLevel: 1\nSchool: Illusion\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S\nDescription: You make yourself \u2013 including your clothing, armor, weapons, and other belongings on your person \u2013 look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can\u2019t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dissonant Whispers\nLevel: 1\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn\u2019t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn\u2019t have to move away. A deafened creature automatically succeeds on the save.\n\nAt 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: Distort Value\nLevel: 1\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 hours\nComponents: V\nDescription: You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.\n\nAt Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Divine Favor\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Earth Tremor\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-foot radius)\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\n\nAt 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: Ensnaring Strike\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\n\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\n\nAt Higher Levels. If 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: Entangle\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\n\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\n\nWhen the spell ends, the conjured plants wilt away."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Expeditious Retreat\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Faerie Fire\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Bard, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).\n\nAny creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\n\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can\u2019t benefit from being invisible."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: False Life\nLevel: 1\nSchool: Necromancy\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a small amount of alcohol or distilled spirits\nDescription: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Feather Fall\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: 1 minute\nComponents: V, M\nMaterial cost: a small feather or piece of down\nDescription: Choose up to five falling creatures within range. A falling creature\u2019s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Familiar\nLevel: 1\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Hour\nRange: 10 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\nDescription: You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\n\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can\u2019t attack, but it can take other actions as normal.\n\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\n\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar\u2019s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\n\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\n\nYou can\u2019t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fog Cloud\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Frost Fingers\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (15-foot cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\n\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gift of Alacrity\nLevel: 1\nSchool: Divination\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 hours\nComponents: V, S\nDescription: You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Goodberry\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a sprig of mistletoe\nDescription: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\n\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grease\nLevel: 1\nSchool: Conjuration\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: a bit of pork rind or butter\nDescription: Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guiding Bolt\nLevel: 1\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 1 round\nComponents: V, S\nDescription: A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.\n\nAt 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: Guiding Hand (UA)\nLevel: 1\nSchool: Divination\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 1 Minute\nRange: 5 feet\nDuration: Concentration, up to 8 hours\nComponents: V, S\nDescription: You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.\n\nWhen the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.\n\nIf you don\u2019t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hail of Thorns\nLevel: 1\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Elixir (UA)\nLevel: 1\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: alchemist\u2019s supplies\nDescription: You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it\u2019s consumed, at which point the vial vanishes.\n\nAs an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Word\nLevel: 1\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hellish Rebuke\nLevel: 1\nSchool: Evocation\nClasses: Warlock\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heroism\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hex\nLevel: 1\nSchool: Enchantment\nClasses: Warlock\nCasting time: 1 Bonus Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: the petrified eye of a newt\nDescription: You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\n\nA Remove Curse cast on the target ends this spell early.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hunter's Mark\nLevel: 1\nSchool: Divination\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V\nDescription: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.\n\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Knife\nLevel: 1\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a drop of water or piece of ice\nDescription: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold 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: Id Insinuation (UA)\nLevel: 1\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Identify\nLevel: 1\nSchool: Divination\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pearl worth at least 100 gp and an owl feather\nDescription: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\n\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Illusory Script\nLevel: 1\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 10 days\nComponents: S, M\nMaterial cost: a lead-based ink worth at least 10 gp, which the spell consumes\nDescription: You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\n\nTo you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\n\nShould the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infallible Relay (UA)\nLevel: 1\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a mobile phone\nDescription: With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.\n\nThe target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell\u2019s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Inflict Wounds\nLevel: 1\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jim's Magic Missile\nLevel: 1\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 1 gold coin, which is consumed as tax for using the spell\nDescription: You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.\n\nIf the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jump\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: a grasshopper\u2019s hind leg\nDescription: You touch a creature. The creature\u2019s jump distance is tripled until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Longstrider\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Bard, Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a pinch of dirt\nDescription: You touch a creature. The target\u2019s speed increases by 10 feet until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mage Armor\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a piece of cured leather\nDescription: You touch a willing creature who isn\u2019t wearing armor, and a protective magical force surrounds it until the spell ends. The target\u2019s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Missile\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magnify Gravity\nLevel: 1\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 round\nComponents: V, S\nDescription: The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.\n\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Evil and Good\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Druid, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: holy water or powdered silver and iron, which the spell consumes\nDescription: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\n\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can\u2019t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Puppet (UA)\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Purify Food and Drink\nLevel: 1\nSchool: Transmutation\nClasses: Artificer, Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: 10 feet\nDuration: Instantaneous\nComponents: V, S\nDescription: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ray of Sickness\nLevel: 1\nSchool: Necromancy\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Remote Access (UA)\nLevel: 1\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 10 minutes\nComponents: V, S\nDescription: You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sanctuary\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Cleric\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: a small silver mirror\nDescription: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn\u2019t protect the warded creature from area effects, such as the explosion of a fireball.\n\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Searing Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack during the spell\u2019s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.\n\nAt the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sense Emotion (UA)\nLevel: 1\nSchool: Divination\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target\u2019s prevailing emotion, whether it\u2019s love, anger, pain, fear, calm, or something else. If the target isn\u2019t actually humanoid or it is immune to being charmed, you sense that it is calm."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield\nLevel: 1\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: 1 round\nComponents: V, S\nDescription: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shield of Faith\nLevel: 1\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a small parchment with a bit of holy text written on it\nDescription: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Silent Image\nLevel: 1\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a bit of fleece\nDescription: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn\u2019t accompanied by sound, smell, or other sensory effects.\n\nYou can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sleep\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: a pinch of fine sand, rose petals, or a cricket\nDescription: This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).\n\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature\u2019s hit points from the total before moving on to the creature with the next lowest hit points. A creature\u2019s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren\u2019t affected by this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Snare\nLevel: 1\nSchool: Abjuration\nClasses: Artificer, Druid, Ranger, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until dispelled or triggered\nComponents: V, S, M\nMaterial cost: 30 feet of cord or rope, which is consumed by the spell\nDescription: While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.\n\nThe trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\n\nThe trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.\n\nThe restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak with Animals\nLevel: 1\nSchool: Divination\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: 10 minutes\nComponents: V, S\nDescription: You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM\u2019s discretion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sudden Awakening (UA)\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: 10 feet\nDuration: Instantaneous\nComponents: V\nDescription: Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tasha's Caustic Brew\nLevel: 1\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (30-foot line)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of rotten food\nDescription: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.\n\nAt Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tasha's Hideous Laughter\nLevel: 1\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: tiny tarts and a feather that is waved in the air\nDescription: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn\u2019t affected.\n\nAt the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it\u2019s triggered by damage. On a success, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tenser's Floating Disk\nLevel: 1\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a drop of mercury\nDescription: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can\u2019t cross an elevation change of 10 feet or more. For example, the disk can\u2019t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can\u2019t move around an obstacle to follow you), the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunderous Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The first time you hit with a melee weapon attack during this spell\u2019s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunderwave\nLevel: 1\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-foot cube)\nDuration: Instantaneous\nComponents: V, S\nDescription: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn\u2019t pushed.\n\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell\u2019s effect, and the spell emits a thunderous boom audible out to 300 feet.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unearthly Chorus (UA)\nLevel: 1\nSchool: Illusion\nClasses: Bard\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Concentration, up to 10 minutes\nComponents: V\nDescription: Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.\n\nUntil the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Unseen Servant\nLevel: 1\nSchool: Conjuration\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a piece of string and a bit of wood\nDescription: This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can\u2019t attack. If it drops to 0 hit points, the spell ends.\n\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wild Cunning (UA)\nLevel: 1\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:\n\nIf there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.\nIf there is edible forage within range, you know it and where to find it.\nIf there is clean drinking water within range, you know it and where to find it.\nIf there is suitable shelter for you and your companions within range, you know it and where to find it.\nSend the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.\nHave the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Witch Bolt\nLevel: 1\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a twig from a tree that has been struck by lightning\nDescription: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell\u2019s range or if it has total cover from you.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrathful Smite\nLevel: 1\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit with a melee weapon attack during this spell\u2019s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zephyr Strike\nLevel: 1\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: You move like the wind. For the duration, your movement doesn\u2019t provoke opportunity attacks.\n\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aganazzar's Scorcher\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a red dragon\u2019s scale\nDescription: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\n\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: Aid\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Paladin, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a tiny strip of white cloth\nDescription: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target\u2019s hit point maximum and current hit points increase by 5 for the duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target\u2019s hit points increase by an additional 5 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Alter Self\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\nAquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\nChange Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don\u2019t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can\u2019t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\nNatural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animal Messenger\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a morsel of food\nDescription: By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \u201ca man or woman dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn\u2019t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.\n\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Hacking (UA)\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: hacking tools\nDescription: You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.\n\nThis spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell\u2019s caster.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell\u2019s level is equal to or less than the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Lock\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: gold dust worth at least 25 gp, which the spell consumes\nDescription: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.\n\nYou and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\n\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Augury\nLevel: 2\nSchool: Divination\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: specially marked sticks, bones, or similar tokens worth at least 25 gp\nDescription: By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\n\nWeal, for good results\nWoe, for bad results\nWeal and woe, for both good and bad results\nNothing, for results that aren\u2019t especially good or bad\nThe spell doesn\u2019t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Barkskin\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a handful of oak bark\nDescription: You touch a willing creature. Until the spell ends, the target\u2019s skin has a rough, bark-like appearance, and the target\u2019s AC can\u2019t be less than 16, regardless of what kind of armor it is wearing."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beast Sense\nLevel: 2\nSchool: Divination\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: S\nDescription: You touch a willing beast. For the duration of the spell, you can use your action to see through the beast\u2019s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blindness/Deafness\nLevel: 2\nSchool: Necromancy\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 minute\nComponents: V\nDescription: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blur\nLevel: 2\nSchool: Illusion\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Branding Smite\nLevel: 2\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can\u2019t become invisible until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Calm Emotions\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cloud of Daggers\nLevel: 2\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a sliver of glass\nDescription: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell\u2019s area for the first time on a turn or starts its turn there.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Continual Flame\nLevel: 2\nSchool: Evocation\nClasses: Artificer, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: ruby dust worth 50 gp, which the spell consumes\nDescription: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn\u2019t use oxygen. A continual flame can be covered or hidden but not smothered or quenched."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cordon of Arrows\nLevel: 2\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Action\nRange: 5 feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: four or more arrows or bolts\nDescription: You plant four pieces of nonmagical ammunition \u2013 arrows or crossbow bolts \u2013 in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crown of Madness\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\n\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\n\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darkness\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, M\nMaterial cost: bat fur and a drop of pitch or piece of coal\nDescription: Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can\u2019t see through this darkness, and nonmagical light can\u2019t illuminate it.\n\nIf the point you choose is on an object you are holding or one that isn\u2019t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\n\nIf any of this spell\u2019s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Darkvision\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: either a pinch of dried carrot or an agate\nDescription: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Detect Thoughts\nLevel: 2\nSchool: Divination\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a copper piece\nDescription: For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn\u2019t speak any language, the creature is unaffected.\n\nYou initially learn the surface thoughts of the creature\u2014what is most on its mind in that moment. As an action, you can either shift your attention to another creature\u2019s thoughts or attempt to probe deeper into the same creature\u2019s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature\u2019s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\n\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\n\nYou can also use this spell to detect the presence of thinking creatures you can\u2019t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can\u2019t detect a creature with an Intelligence of 3 or lower or one that doesn\u2019t speak any language.\n\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can\u2019t see it, but it must still be within range."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Digital Phantom (UA)\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a small piece of copper wire\nDescription: This spell works to actively hide your presence within a computer system. For the spell\u2019s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dragon's Breath\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a hot pepper\nDescription: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dust Devil\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a pinch of dust\nDescription: Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell\u2019s duration.\n\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn\u2019t pushed.\n\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\n\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: Earthbind\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell\u2019s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enhance Ability\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: fur or a feather from a beast\nDescription: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.\n\nBear\u2019s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\nBull\u2019s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.\nCat\u2019s Grace. The target has advantage on Dexterity checks. It also doesn\u2019t take damage from falling 20 feet or less if it isn\u2019t incapacitated.\nEagle\u2019s Splendor. The target has advantage on Charisma checks.\nFox\u2019s Cunning. The target has advantage on Intelligence checks.\nOwl\u2019s Wisdom. The target has advantage on Wisdom checks.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enlarge/Reduce\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: (a pinch of powdered iron\nDescription: You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\n\nIf the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\n\nEnlarge. The target\u2019s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category \u2013 from Medium to Large, for example. If there isn\u2019t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target\u2019s weapons also grow to match its new size. While these weapons are enlarged, the target\u2019s attack with them deal 1d4 extra damage.\n\nReduce. The target\u2019s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category \u2013 from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target\u2019s weapons also shrink to match its new size. While these weapons are reduced, the target\u2019s attacks with them deal 1d4 less damage (this can\u2019t reduce the damage below 1)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enthrall\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 minute\nComponents: V, S\nDescription: You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can\u2019t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Steed\nLevel: 2\nSchool: Conjuration\nClasses: Paladin\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\n\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\n\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\n\nWhile your steed is within 1 mile of you, you can communicate with it telepathically. You can\u2019t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Traps\nLevel: 2\nSchool: Divination\nClasses: Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You sense the presence of any trap within range that is within line of sight.\nA trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell merely reveals that a trap is present. You don\u2019t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Vehicle (UA)\nLevel: 2\nSchool: Conjuration\nClasses: Paladin, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S\nDescription: You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.\n\nYou have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.\n\nIf the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.\n\nYou can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Blade\nLevel: 2\nSchool: Evocation\nClasses: Druid, Sorcerer\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a leaf of sumac\nDescription: You evoke a fiery blade in your free 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.\n\nYou can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flaming Sphere\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron\nDescription: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\n\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere\u2019s damage, and the sphere stops moving this turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flock of Familiars\nLevel: 2\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 hour\nComponents: V, S\nDescription: You temporarily summon three familiars \u2013 spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.\n\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\n\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fortune's Favor\nLevel: 2\nSchool: Divination\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a white pearl worth at least 100 gp, which the spell consumes\nDescription: You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\n\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gentle Repose\nLevel: 2\nSchool: Necromancy\nClasses: Cleric, Paladin, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 days\nComponents: V, S, M\nMaterial cost: a pinch of salt and one copper piece placed on each of the corpse\u2019s eyes, which must remain there for the duration\nDescription: You touch a corpse or other remains. For the duration, the target is protected from decay and can\u2019t become undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don\u2019t count against the time limit of spells such as raise dead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gift of Gab\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: 2 gold coins, which is consumed as tax for using the spell\nDescription: When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gust of Wind\nLevel: 2\nSchool: Evocation\nClasses: Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-foot line)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a legume seed\nDescription: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell\u2019s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.\n\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Healing Spirit\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can\u2019t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heat Metal\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a piece of iron and a flame\nDescription: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn\u2019t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.\n\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: Hold Person\nLevel: 2\nSchool: Enchantment\nClasses: Bard,Cleric, Druid,Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a small, straight piece of iron\nDescription: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids 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: Icingdeath's Frost (UA)\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (15-foot cone)\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a vial of meltwater\nDescription: A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Immovable Object\nLevel: 2\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: gold dust worth at least 25 gp, which the spell consumes\nDescription: You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\n\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.\n\nAt Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invisibility\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: an eyelash encased in gum arabic\nDescription: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target\u2019s person. The spell ends for a target that attacks or casts a spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Jim's Glowing Coin\nLevel: 2\nSchool: Enchantment\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 minute\nComponents: S, M\nMaterial cost: a coin, 2 gold coins, which is consumed as tax for using the spell\nDescription: When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Knock\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\n\nWhen you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lesser Restoration\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Levitate\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end\nDescription: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target\u2019s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell\u2019s range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Locate Animals or Plants\nLevel: 2\nSchool: Divination\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of fur from a bloodhound\nDescription: Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Locate Object\nLevel: 2\nSchool: Divination\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a forked twig\nDescription: Describe or name an object that is familiar to you. You sense the direction to the object\u2019s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you, as long as you have seen it up close \u2013 within 30 feet \u2013 at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can\u2019t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Mouth\nLevel: 2\nSchool: Illusion\nClasses: Artificer, Bard, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes\nDescription: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn\u2019t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object\u2019s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.\n\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Weapon\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Paladin, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Maximillian's Earthen Grasp\nLevel: 2\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a miniature hand sculpted from clay\nDescription: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell\u2019s duration.\n\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\n\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Melf's Acid Arrow\nLevel: 2\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: powdered rhubarb leaf and an adder\u2019s stomach\nDescription: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mental Barrier (UA)\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: Self\nDuration: 1 round\nComponents: V\nDescription: You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Spike\nLevel: 2\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: S\nDescription: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can\u2019t become hidden from you, and if it\u2019s invisible, it gains no benefit from that condition against you.\n\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: Mind Thrust (UA)\nLevel: 2\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 1 round\nComponents: V, S\nDescription: You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mirror Image\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 minute\nComponents: V, S\nDescription: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it\u2019s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\n\nEach time a creature targets you with an attack during the spell\u2019s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\n\nIf you have three duplicates, you must roll a 6 or higher to change the attack\u2019s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\n\nA duplicate\u2019s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it can\u2019t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Misty Step\nLevel: 2\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Moonbeam\nLevel: 2\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: several seeds of any moonseed plant and a piece of opalescent feldspar\nDescription: A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\n\nWhen a creature enters the spell\u2019s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\n\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can\u2019t assume a different form until it leaves the spell\u2019s light.\n\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.\n\nAt 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: Nathair's Mischief (UA)\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: S, M\nMaterial cost: a piece of crust from an apple pie\nDescription: You fill a 20-foot cube centered on a point you choose within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced. At the start of each of your turns, you can move the cube up to 10 feet and reroll on the table.\n\nMischievous Surge\nd4\tEffect\n1\tThe smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.\n2\tBouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.\n3\tEach creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.\n4\tDrops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nystul's Magic Aura\nLevel: 2\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a small square of silk\nDescription: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn\u2019t being carried or worn by another creature.\n\nWhen you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n\nFalse Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object\u2019s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n\nMask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin\u2019s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pass Without Trace\nLevel: 2\nSchool: Abjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: ashes from a burned leaf of mistletoe and a sprig of spruce\nDescription: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can\u2019t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phantasmal Force\nLevel: 2\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a bit of fleece\nDescription: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\n\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\n\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.\n\nAn affected target is so convinced of the phantasm\u2019s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm\u2019s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prayer of Healing\nLevel: 2\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 10 Minutes\nRange: Touch\nDuration: Instantaneous\nComponents: V\nDescription: Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Poison\nLevel: 2\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S\nDescription: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\n\nFor the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Pyrotechnics\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\n\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\n\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ray of Enfeeblement\nLevel: 2\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A black beam of enervating energy springs from your finger toward a creature within range.\nMake a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\n\nAt the end of each of the target\u2019s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rope Trick\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: powdered corn extract and a twisted loop of parchment\nDescription: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\n\nThe extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\n\nAttacks and spells can\u2019t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\n\nAnything inside the extradimensional space drops out when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scorching Ray\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: See Invisibility\nLevel: 2\nSchool: Divination\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: pinch of talc and a small sprinkling of powdered silver\nDescription: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Blade\nLevel: 2\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\n\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\n\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shatter\nLevel: 2\nSchool: Evocation\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a chip of mica\nDescription: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.\n\nA nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.\n\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: Silence\nLevel: 2\nSchool: Illusion\nClasses: Bard, Cleric, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skywrite\nLevel: 2\nSchool: Transmutation\nClasses: Bard, Druid, Wizard, Artificer\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, up to 1 day\nComponents: V, S\nDescription: You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell\u2019s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Snilloc's Snowball Storm\nLevel: 2\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of ice or a small white rock chip\nDescription: A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spider Climb\nLevel: 2\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a drop of bitumen and a spider\nDescription: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spike Growth\nLevel: 2\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: seven sharp thorns or seven small twigs, each sharpened to a point\nDescription: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spiritual Weapon\nLevel: 2\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: 1 minute\nComponents: V, S\nDescription: You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.\n\nWhen you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.\n\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\n\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell\u2019s effect resemble that weapon.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Suggestion\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 8 hours\nComponents: V, M\nMaterial cost: a snake\u2019s tongue and either a bit of honeycomb or a drop of sweet oil\nDescription: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can\u2019t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\n\nThe target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\n\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn\u2019t met before the spell expires, the activity isn\u2019t preformed.\n\nIf you or any of your companions damage the target, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Beast\nLevel: 2\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp\nDescription: You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tasha's Mind Whip\nLevel: 2\nSchool: Enchantment\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: 1 round\nComponents: V\nDescription: You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thought Shield (UA)\nLevel: 2\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S\nDescription: You weave a clouding veil over the mind of one creature you touch. For the duration, the target\u2019s mind can\u2019t be read or detected, creatures can\u2019t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warding Bond\nLevel: 2\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration\nDescription: This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.\n\nWhile the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Warding Wind\nLevel: 2\nSchool: Evocation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V\nDescription: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell\u2019s duration.\n\nThe wind has the following effects:\n\nIt deafens you and other creatures in its area.\nIt extinguishes unprotected flames in its area that are torch-sized or smaller.\nThe area is difficult terrain for creatures other than you.\nThe attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\nIt hedges out vapor, gas, and fog that can be dispersed by strong wind."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wristpocket\nLevel: 2\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: S\nDescription: You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\n\nUntil the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Zone of Truth\nLevel: 2\nSchool: Enchantment\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 10 minutes\nComponents: V, S\nDescription: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell\u2019s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can\u2019t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\n\nAn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Dead\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Wizard\nCasting time: 1 Minute\nRange: 10 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of blood, a piece of flesh, and a pinch of bone dust\nDescription: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature\u2019s game statistics).\n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you\u2019ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Vitality\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Paladin\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Beacon of Hope\nLevel: 3\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blinding Smite\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack during this spell\u2019s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\n\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blink\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 minute\nComponents: V, S\nDescription: Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).\n\nAt the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.\n\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can\u2019t see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren\u2019t there can\u2019t perceive you or interact with you, unless they have the ability to do so."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Call Lightning\nLevel: 3\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can\u2019t see a point in the air where the storm cloud could appear (for example, if you are in a room that can\u2019t accommodate the cloud).\n\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\n\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell\u2019s damage increases by 1d10.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Catnap\nLevel: 3\nSchool: Enchantment\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 10 minutes\nComponents: S, M\nMaterial cost: a pinch of sand\nDescription: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell\u2019s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can\u2019t be affected by this spell again until it finishes a long rest."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clairvoyance\nLevel: 3\nSchool: Divination\nClasses: Bard, Cleric, Sorcerer, Wizard\nCasting time: 10 Minutes\nRange: 1 mile\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing\nDescription: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can\u2019t be attacked or otherwise interacted with.\n\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Animals\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.\n\nChoose one of the following options for what appears:\n\nOne beast of challenge rating 2 or lower\nTwo beasts of challenge rating 1 or lower\nFour beasts of challenge rating 1/2 or lower\nEight beasts of challenge rating 1/4 or lower\nEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don\u2019t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures\u2019 statistics.\n\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Barrage\nLevel: 3\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Action\nRange: Self (60-foot cone)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: one piece of ammunition or a thrown weapon\nDescription: You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Lesser Demon (UA)\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a vial of blood from an intelligent humanoid killed within the past 24 hours\nDescription: You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.\n\nThe demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.\n\nAs part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Counterspell\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: Instantaneous\nComponents: S\nDescription: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell\u2019s level. On a success, the creature\u2019s spell fails and has no effect.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Food and Water\nLevel: 3\nSchool: Conjuration\nClasses: Artificer, Cleric, Paladin\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn\u2019t go bad."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crusader's Mantle\nLevel: 3\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Daylight\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Druid, Paladin, Ranger, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 hour\nComponents: V, S\nDescription: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\n\nIf you chose a point on an object you are holding or one that isn\u2019t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\n\nIf any of this spell\u2019s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dispel Magic\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose any creature, object, or magical effect within range. 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\u2019s level. On a successful check, the spell ends.\n\nAt 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\u2019s level is equal to or less than the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Weapon\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enemies Abound\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\n\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it\u2019s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Erupting Earth\nLevel: 3\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a piece of obsidian\nDescription: Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fast Friends\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 hour\nComponents: V\nDescription: When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\n\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\n\nWhen the spell ends, the creature knows it was charmed by you.\n\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fear\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-foot cone)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a white feather or the heart of a hen\nDescription: You project a phantasmal image of a creature\u2019s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\n\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn\u2019t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Feign Death\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a pinch of graveyard dirt\nDescription: You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the spell\u2019s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target\u2019s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell\u2019s effect, the disease and poison have no effect until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fireball\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a tiny ball of bat guano and sulfur\nDescription: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren\u2019t being worn or carried.\n\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Arrows\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell\u2019s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Stride (UA)\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Ranger, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn\u2019t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn\u2019t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fly\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 10 minute\nComponents: V, S, M\nMaterial cost: a wing feather from any bird\nDescription: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Galder's Tower\nLevel: 3\nSchool: Conjuration\nClasses: Wizard\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a fragment of stone, wood, or other building material\nDescription: You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n\nA bedroom with a bed, chairs, chest, and magical fireplace\nA study with desks, books, bookshelves, parchments, ink, and ink pens\nA dining space with a table, chairs, magical fireplace, containers, and cooking utensils\nA lounge with couches, armchairs, side tables and footstools\nA washroom with toilets, washtubs, a magical brazier, and sauna benches\nAn observatory with a telescope and maps of the night sky\nAn unfurnished, empty room\nThe interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell\u2019s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\n\nYou can cast this spell again while it is active to maintain the tower\u2019s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gaseous Form\nLevel: 3\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a bit of gauze and a wisp of smoke\nDescription: You transform a willing creature you touch, along with everything it\u2019s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn\u2019t affected.\n\nWhile in this form, the target\u2019s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can\u2019t fall and remains hovering in the air even when stunned or otherwise incapacitated.\n\nWhile in the form of a misty cloud, the target can\u2019t talk or manipulate objects, and any objects it was carrying or holding can\u2019t be dropped, used, or otherwise interacted with. The target can\u2019t attack or cast spells."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glyph of Warding\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Until dispelled or triggered\nComponents: V, S, M\nMaterial cost: incense and powdered diamond worth at least 200 gp, which the spell consumes\nDescription: When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.\n\nIf you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\n\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\n\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don\u2019t trigger the glyph, such as those who say a certain password.\n\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\n\nExplosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Haste\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a shaving of licorice root\nDescription: Choose a willing creature that you can see within range. Until the spell ends, the target\u2019s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, the target can\u2019t move or take actions until after its next turn, as a wave of lethargy sweeps over it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Haywire (UA)\nLevel: 3\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.\n\nAt the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.\n\nd6\tEffect\n1\tThe device shuts down and must be restarted. Do not roll again for this device until it is restarted.\n2-4\tThe device does not function.\n5\tThe device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.\n6\tThe device is usable as normal.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hunger Of Hadar\nLevel: 3\nSchool: Conjuration\nClasses: Warlock\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a pickled octopus tentacle\nDescription: You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\n\nThe void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hypnotic Pattern\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: S, M\nMaterial cost: a glowing stick of incense or a crystal vial filled with phosphorescent material\nDescription: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incite Greed\nLevel: 3\nSchool: Enchantment\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a gem worth at least 50 gp\nDescription: When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Intellect Fortress\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 hour\nComponents: V\nDescription: For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invisibility To Cameras (UA)\nLevel: 3\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a scrap of black paper\nDescription: Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target\u2019s person. The targets remain visible to vision."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leomund's Tiny Hut\nLevel: 3\nSchool: Evocation\nClasses: Bard, Wizard\nCasting time: 1 Minute\nRange: Self (10-foot radius hemisphere)\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a small crystal bead\nDescription: A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\n\nNine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can\u2019t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\n\nUntil the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Life Transference\nLevel: 3\nSchool: Evocation\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You sacrifice some of your health to mend another creature\u2019s injuries. You take 4d8 necrotic damage, which can\u2019t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\n\nAt 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: Lightning Arrow\nLevel: 3\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: The next time you make a ranged weapon attack during the spell\u2019s duration, the weapon\u2019s ammunition, or the weapon itself if it\u2019s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon\u2019s normal damage.\n\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\n\nThe piece of ammunition or weapon then returns to its normal form.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Lightning Bolt\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (100-foot line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of fur and a rod of amber, crystal, or glass\nDescription: A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.\n\nThe lightning ignites flammable objects in the area that aren\u2019t being worn or carried.\n\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Circle\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Minute\nRange: 10 feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes\nDescription: You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\n\nThe creature can\u2019t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\nThe creature has disadvantage on attack rolls against targets within the cylinder.\nTargets within the cylinder can\u2019t be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Major Image\nLevel: 3\nSchool: Illusion\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a bit of fleece\nDescription: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can\u2019t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte\u2019s stench).\n\nAs long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Healing Word\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Meld into Stone\nLevel: 3\nSchool: Transmutation\nClasses: Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S\nDescription: You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can\u2019t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can\u2019t move.\n\nMinor physical damage to the stone doesn\u2019t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone\u2019s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Melf's Minute Meteors\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: niter, sulfur, and pine tar formed into a bead\nDescription: You create six tiny meteors in your space. They float in the air and orbit you for the spell\u2019s duration. When you cast the spell \u2014 and as a bonus action on each of your turns thereafter \u2014 you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Motivational Speech\nLevel: 3\nSchool: Enchantment\nClasses: Bard, Cleric\nCasting time: 1 Hour\nRange: 60 Feet\nDuration: 1 hour\nComponents: V\nDescription: Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.\n\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Nondetection\nLevel: 3\nSchool: Abjuration\nClasses: Bard, Ranger, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes\nDescription: For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can\u2019t be targeted by any divination magic or perceived through magical scrying sensors."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Plant Growth\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\n\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\n\nYou can exclude one or more areas of any size within the spell\u2019s area from being affected.\n\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Ballistics (UA)\nLevel: 3\nSchool: Abjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a shell casing\nDescription: This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Protection from Energy\nLevel: 3\nSchool: Abjuration\nClasses: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psionic Blast (UA)\nLevel: 3\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self (30-foot cone)\nDuration: Instantaneous\nComponents: V\nDescription: You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn\u2019t pushed or knocked prone.\n\nAt 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: Pulse Wave\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (30-foot cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\n\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Remove Curse\nLevel: 3\nSchool: Abjuration\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner\u2019s attunement to the object so it can be removed or discarded."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Revivify\nLevel: 3\nSchool: Necromancy\nClasses: Artificer, Cleric, Druid, Paladin, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamonds worth 300 gp, which the spell consumes\nDescription: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can\u2019t return to life a creature that has died of old age, nor can it restore any missing body parts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sending\nLevel: 3\nSchool: Evocation\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: Unlimited\nDuration: 1 round\nComponents: V, S, M\nMaterial cost: a short piece of fine copper wire\nDescription: You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn\u2019t arrive."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sleet Storm\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a pinch of dust and a few drops of water\nDescription: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\n\nThe ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell\u2019s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.\n\nIf a creature is concentrating in the spell\u2019s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Slow\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a drop of molasses\nDescription: You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target\u2019s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can\u2019t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature\u2019s abilities or magic items, it can\u2019t make more than one melee or ranged attack during its turn.\n\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn\u2019t take effect until the creature\u2019s next turn, and the creature must use its action on that turn to complete the spell. If it can\u2019t, the spell is wasted.\n\nA creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak with Dead\nLevel: 3\nSchool: Necromancy\nClasses: Bard, Cleric, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: 10 minutes\nComponents: V, S, M\nMaterial cost: burning incense\nDescription: You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can\u2019t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn\u2019t return the creature\u2019s soul to its body, only its animating spirit. Thus, the corpse can\u2019t learn new information, doesn\u2019t comprehend anything that has happened since it died, and can\u2019t speculate about future events."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Speak with Plants\nLevel: 3\nSchool: Transmutation\nClasses: Bard, Druid, Ranger\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: 10 minutes\nComponents: V, S\nDescription: You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell\u2019s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\n\nPlants might be able to perform other tasks on your behalf, at the DM\u2019s discretion. The spell doesn\u2019t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\n\nIf a plant creature is in the area, you can communicate with it as if you shard a common language, but you gain no magical ability to influence it.\n\nThis spell can cause the plants created by the entangle spell to release a restrained creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Spirit Guardians\nLevel: 3\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self (15-foot radius)\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a holy symbol\nDescription: You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature\u2019s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.\n\nAt 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: Spirit Shroud\nLevel: 3\nSchool: Necromancy\nClasses: Cleric, Paladin, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You call forth spirits of the dead, which flit around you for the spell\u2019s duration. The spirits are intangible and invulnerable.\n\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can\u2019t regain hit points until the start of your next turn.\n\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stinking Cloud\nLevel: 3\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a rotten egg or several skunk cabbage leaves\nDescription: You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\n\nEach creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don\u2019t need to breathe or are immune to poison automatically succeed on this saving throw.\n\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Fey\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Ranger, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a gilded flower worth at least 300 gp\nDescription: You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Lesser Demons\nLevel: 3\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a vial of blood from a humanoid killed within the past 24 hours\nDescription: You utter foul words, summoning one demon from the chaos of the Abyss. Roll on the following table to determine what appears.\n\nd6\tDemons Summoned\n1-2\tTwo demons of challenge rating 1 or lower\n3-4\tFour demons of challenge rating 1/2 or lower\n5-6\tEight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\n\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\n\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Shadowspawn\nLevel: 3\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: tears inside a crystal vial worth at least 300 gp\nDescription: You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nAt Higher Levels. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Undead\nLevel: 3\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a gilded skull worth at least 300 gp\nDescription: You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature\u2019s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Thunder Step\nLevel: 3\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: V\nDescription: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\n\nYou can bring along objects as long as their weight doesn\u2019t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tidal Wave\nLevel: 3\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of water\nDescription: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn\u2019t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tiny Servant\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 hours\nComponents: V, S\nDescription: You touch one Tiny, nonmagical object that isn\u2019t attached to another object or a surface and isn\u2019t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\n\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\n\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tongues\nLevel: 3\nSchool: Divination\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, M\nMaterial cost: a small clay model of a ziggurat\nDescription: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vampiric Touch\nLevel: 3\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.\n\nAt 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."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Sand\nLevel: 3\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a handful of sand\nDescription: You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall\u2019s space and must spend 3 feet of movement for every 1 foot it moves there."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Water\nLevel: 3\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a drop of water\nDescription: You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall\u2019s space is difficult terrain.\n\nAny ranged weapon attack that enters the wall\u2019s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall\u2019s water doesn\u2019t fill it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Breathing\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a short reed or piece of straw\nDescription: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Water Walk\nLevel: 3\nSchool: Transmutation\nClasses: Artificer, Cleric, Druid, Ranger, Sorcerer\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a piece of cork\nDescription: This spell grants the ability to move across any liquid surface \u2013 such as water, acid, mud, snow, quicksand, or lava \u2013 as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\n\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wind Wall\nLevel: 3\nSchool: Evocation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a tiny fan and a feather of exotic origin\nDescription: A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can\u2019t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can\u2019t pass through it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Eye\nLevel: 4\nSchool: Divination\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a bit of bat fur\nDescription: You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\n\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can\u2019t enter another plane of existence. A solid barrier blocks the eye\u2019s movement, but the eye can pass through an opening as small as 1 inch in diameter."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Life\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Concentration, up to 10 minutes\nComponents: V\nDescription: Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can\u2019t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Aura of Purity\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Concentration, up to 10 minutes\nComponents: V\nDescription: Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can\u2019t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Banishment\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Paladin, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minutes\nComponents: V, S, M\nMaterial cost: an item distasteful to the target\nDescription: You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.\n\nIf the target is native to the plane of existence you\u2019re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is native to a different plane of existence that the one you\u2019re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn\u2019t return.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blight\nLevel: 4\nSchool: Necromancy\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.\n\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn\u2019t a creature, such as a tree or shrub, it doesn\u2019t make a saving throw; it simply withers and dies.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Charm Monster\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S\nDescription: You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Compulsion\nLevel: 4\nSchool: Enchantment\nClasses: Bard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can\u2019t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\n\nA target isn\u2019t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Confusion\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: three nut shells\nDescription: This spell assaults and twists creatures\u2019 minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can\u2019t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\nd10\tBehavior\n1\tThe creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn\u2019t take an action this turn.\n2-6\tThe creature doesn\u2019t move or take actions this turn.\n7-8\tThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n9-10\tThe creature can act and move normally.\nAt the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Barlgura (UA)\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Up to 10 minutes\nComponents: V, S\nDescription: You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.\n\nThe barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.\n\nAs part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Knowbot (UA)\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 10 minutes\nComponents: V, S\nDescription: You touch a single computerized device or computer system to conjure a knowbot\u2014a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable.\n\nYou have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.\n\nThe knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell\u2019s duration expires.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell\u2019s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Minor Elementals\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Minute\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\n\nOne elemental of challenge rating 2 or lower\nTwo elementals of challenge rating 1 or lower\nFour elementals of challenge rating 1/2 or lower\nEight elementals of challenge rating 1/4 or lower\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don\u2019t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures\u2019 statistics.\n\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Shadow Demon (UA)\nLevel: 4\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a vial of blood from an intelligent humanoid killed within the past 24 hours\nDescription: You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.\n\nAs part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Woodland Beings\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: one holly berry per creature summoned\nDescription: You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n\nOne fey creature of challenge rating 2 or lower\nTwo fey creatures of challenge rating 1 or lower\nFour fey creatures of challenge rating 1/2 or lower\nEight fey creatures of challenge rating 1/4 or lower\nA summoned creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don\u2019t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures\u2019 statistics.\n\nAt Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Water\nLevel: 4\nSchool: Transmutation\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a drop of water and a pinch of dust\nDescription: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave\u2019s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You cause water in the area to move apart and create a trench. The trench extends across the spell\u2019s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell\u2019s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\n\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn\u2019t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\n\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Death Ward\nLevel: 4\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: 8 hours\nComponents: V, S\nDescription: You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dimension Door\nLevel: 4\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 500 feet\nDuration: Instantaneous\nComponents: V\nDescription: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet\".\n\nYou can bring along objects as long as their weight doesn\u2019t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\n\nIf you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Divination\nLevel: 4\nSchool: Divination\nClasses: Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes\nDescription: Your magic and an offering put you in contact with a god or a god\u2019s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\n\nThe spell doesn\u2019t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\n\nIf you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dominate Beast\nLevel: 4\nSchool: Enchantment\nClasses: Druid, Ranger, Sorcerer\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n\nWhile the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \u201cAttack that creature,\u201d \u201cRun over there,\u201d or \u201cFetch that object.\u201d If the creature completes the order and doesn\u2019t receive further direction from you, it defends and preserves itself to the best of its ability.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn\u2019t do anything that you don\u2019t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nAt Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ego Whip (UA)\nLevel: 4\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can\u2019t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Elemental Bane\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Warlock, Wizard, Artificer\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fabricate\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Wizard\nCasting time: 10 Minutes\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\n\nCreatures or magic items can\u2019t be created or transmuted by this spell. You also can\u2019t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan\u2019s tools used to craft such objects."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find Greater Steed\nLevel: 4\nSchool: Conjuration\nClasses: Paladin\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber\u2014toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re\u2014summons the bonded mount, with all its hit points restored and any conditions removed. You can\u2019t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Shield\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 10 minutes\nComponents: V, S, M\nMaterial cost: a bit of phosphorus or a firefly\nDescription: Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Freedom of Movement\nLevel: 4\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a leather strap, bound around the arm or a similar appendage\nDescription: You touch a willing creature. For the duration, the target\u2019s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target\u2019s speed nor cause the target to be paralyzed or restrained.\n\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target\u2019s movement or attacks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Galder's Speedy Courier\nLevel: 4\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: 10 minutes\nComponents: V, S, M\nMaterial cost: 25 gold pieces, or mineral goods of equivalent value, which the spell consumes\nDescription: You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature\u2019s body.\n\nAs soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.\n\nThe target creature is made aware of the chest\u2019s contents before it chooses whether or not to open it, and knows how much of the spell\u2019s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.\n\nAt Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Giant Insect\nLevel: 4\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\n\nEach creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\n\nA creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\n\nThe DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Grasping Vine\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\n\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Sinkhole\nLevel: 4\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a black marble\nDescription: A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.\n\nAt 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: Greater Invisibility\nLevel: 4\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target\u2019s person."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guardian of Faith\nLevel: 4\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 hours\nComponents: V\nDescription: A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\n\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guardian of Nature\nLevel: 4\nSchool: Transmutation\nClasses: Druid, Ranger\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n\nYour walking speed increases by 10 feet.\nYou gain darkvision with a range of 120 feet.\nYou make Strength-based attack rolls with advantage.\nYour melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n\nYou gain 10 temporary hit points.\nYou make Constitution saving throws with advantage.\nYou make Dexterity and Wisdom-based attack rolls with advantage.\nWhile you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallucinatory Terrain\nLevel: 4\nSchool: Illusion\nClasses: Bard, Druid, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 300 feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a stone, a twig, and a bit of green plant\nDescription: You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren\u2019t changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn\u2019t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ice Storm\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a pinch of dust and a few drops of water\nDescription: A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\n\nHailstones turn the storm\u2019s area of effect into difficult terrain until the end of your next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Leomund's Secret Chest\nLevel: 4\nSchool: Conjuration\nClasses: Artificer,Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp\nDescription: You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance per day that the spell\u2019s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Locate Creature\nLevel: 4\nSchool: Divination\nClasses: Bard, Cleric, Druid, Paladin, Ranger, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a bit of fur from a bloodhound\nDescription: Describe or name a creature that is familiar to you. You sense the direction to the creature\u2019s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close \u2013 within 30 feet \u2013 at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn\u2019t locate the creature.\n\nThis spell can\u2019t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Faithful Hound\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a tiny silver whistle, a piece of bone, and a thread\nDescription: You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\n\nThe hound is invisible to all creatures except you and can\u2019t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound\u2019s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Private Sanctum\nLevel: 4\nSchool: Abjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite\nDescription: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n\nSound can\u2019t pass through the barrier at the edge of the warded area.\nThe barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\nSensors created by divination spells can\u2019t appear inside the protected area or pass through the barrier at its perimeter.\nCreatures in the area can\u2019t be targeted by divination spells.\nNothing can teleport into or out of the warded area.\nPlanar travel is blocked within the warded area.\nCasting this spell on the same spot every day for a year makes this effect permanent.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otiluke's Resilient Sphere\nLevel: 4\nSchool: Evocation\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic\nDescription: A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.\n\nNothing \u2013 not physical objects, energy, or other spell effects \u2013 can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can\u2019t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere\u2019s walls and thus roll the sphere at up to half the creature\u2019s speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Phantasmal Killer\nLevel: 4\nSchool: Illusion\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.\n\nThe target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target\u2019s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.\n\nAt 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: Polymorph\nLevel: 4\nSchool: Transmutation\nClasses: Bard, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a caterpillar cocoon\nDescription: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.\n\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target\u2019s (or the target\u2019s level, if it doesn\u2019t have a challenge rating). The target\u2019s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\n\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn\u2019t reduce the creature\u2019s normal form to 0 hit points, it isn\u2019t knocked unconscious.\n\nThe creature is limited in the actions it can perform by the nature of its new form, and it can\u2019t speak, cast spells, or take any other action that requires hands or speech.\n\nThe target\u2019s gear melds into the new form. The creature can\u2019t activate, use, wield, or otherwise benefit from any of its equipment. This spell can\u2019t affect a target that has 0 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raulothim's Psychic Lance (UA)\nLevel: 4\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature\u2019s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn\u2019t within range, the lance dissipates, and the spell slot is not expended.\n\nThe target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shadow Of Moil\nLevel: 4\nSchool: Necromancy\nClasses: Warlock\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: an undead eyeball encased in a gem worth at least 150 gp\nDescription: Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\n\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sickening Radiance\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\n\nWhen a creature moves into the spell\u2019s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Staggering Smite\nLevel: 4\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a melee weapon attack during this spell\u2019s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can\u2019t take reactions, until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stone Shape\nLevel: 4\nSchool: Transmutation\nClasses: Artificer, Cleric, Druid, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: soft clay, which must be worked into roughly the desired shape of the stone object\nDescription: You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn\u2019t possible."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Stoneskin\nLevel: 4\nSchool: Abjuration\nClasses: Artificer, Druid, Ranger, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: diamond dust worth 100 gp, which the spell consumes\nDescription: This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm Sphere\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell\u2019s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere\u2019s space is difficult terrain.\n\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\n\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Aberration\nLevel: 4\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp\nDescription: You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it take the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Construct\nLevel: 4\nSchool: Conjuration\nClasses: Artificer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: an ornate stone and metal lockbox worth at least 400 gp\nDescription: You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Elemental\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Ranger, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp\nDescription: You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Greater Demon\nLevel: 4\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a vial of blood from a humanoid killed within the past 24 hours\nDescription: You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon\u2019s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\n\nAt the end of each of the demon\u2019s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn\u2019t disappear for 1d6 rounds if it still has hit points.\n\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can\u2019t cross the circle or harm it, and it can\u2019t target anyone within it. Using the material component in this manner consumes it when the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Synchronicity (UA)\nLevel: 4\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.\n\nSynchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.\n\nIn the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: System Backdoor (UA)\nLevel: 4\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: hacking tools\nDescription: This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.\n\nOnce the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell\u2019s level is equal to or less than the level of the spell slot you used."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Vitriolic Sphere\nLevel: 4\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a drop of giant slug bile\nDescription: You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Fire\nLevel: 4\nSchool: Evocation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a small piece of phosphorus\nDescription: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Watery Sphere\nLevel: 4\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a droplet of water\nDescription: You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell\u2019s duration.\n\nAny creature in the sphere\u2019s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\n\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\n\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\n\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Widogast's Vault of Amber (HB)\nLevel: 4\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: 5 small amber gems worth 200 gp\nDescription: You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material.\n\nThe caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Widogast's Web of Fire (HB)\nLevel: 4\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: A cat's cradle of thread or string coated in phosphorus\nDescription: Striking both palm down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.\n\nAlternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.\n\nThe fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Animate Objects\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can\u2019t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\n\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nAnimated Object Statistics\nSize\tHP\tAC\tAttack\tAbility Scores\nTiny\t20\t18\t+8 to hit, 1d4 + 4 damage\tStr: 4, Dex: 18\nSmall\t25\t16\t+6 to hit, 1d8 + 2 damage\tStr: 6, Dex: 14\nMedium\t40\t13\t+5 to hit, 2d6 + 1 damage\tStr: 10, Dex: 12\nLarge\t50\t10\t+6 to hit, 2d10 + 2 damage\tStr: 14, Dex: 10\nHuge\t80\t10\t+8 to hit, 2d12 + 4 damage\tStr: 18, Dex: 6\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\n\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.\n\nAt Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antilife Shell\nLevel: 5\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self (10-foot radius)\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.\n\nThe barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Awaken\nLevel: 5\nSchool: Transmutation\nClasses: Bard, Druid\nCasting time: 8 Hours\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an agate worth at least 1,000 gp, which the spell consumes\nDescription: After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less.\n\nThe target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human\u2019s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\n\nThe awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Banishing Smite\nLevel: 5\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you\u2019re on, the target disappears, returning to its home plane. If the target is native to the plane you\u2019re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bigby's Hand\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: an eggshell and a snakeskin glove\nDescription: You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell\u2019s duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn\u2019t fill its space.\n\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n\nClenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\nForceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand\u2019s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand\u2019s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\nInterposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can\u2019t move through the hand\u2019s space if its Strength score is less than or equal to the hand\u2019s Strength score. If its Strength score is higher than the hand\u2019s Strength score, the target can move toward you through the hand\u2019s space, but that space is difficult terrain for the target.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Circle of Power\nLevel: 5\nSchool: Abjuration\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Concentration, up to 10 minutes\nComponents: V\nDescription: Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.\n\nAdditionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Cloudkill\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\n\nWhen a creature enters the spell\u2019s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don\u2019t need to breathe.\n\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.\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: Commune\nLevel: 5\nSchool: Divination\nClasses: Cleric\nCasting time: 1 Minute\nRange: Self\nDuration: 1 minute\nComponents: V, S, M\nMaterial cost: incense and a vial of holy or unholy water\nDescription: You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren\u2019t necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity\u2019s knowledge. In a case where a one-word answer could be misleading or contrary to the deity\u2019s interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Commune with City (UA)\nLevel: 5\nSchool: Divination\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.\n\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n\nTerrain and bodies of water\nPrevalent buildings, plants, animals, or intelligent creatures\nPowerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead\nInfluences from other planes of existence\nElectrical currents, wireless signals, and active transit lines and tracks\nFor example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Commune with Nature\nLevel: 5\nSchool: Divination\nClasses: Druid, Ranger\nCasting time: 1 Minute\nRange: Self\nDuration: Instantaneous\nComponents: V, S\nDescription: You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn\u2019t function where nature has been replaced by construction, such as in dungeons and towns.\n\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n\nterrain and bodies of water\nprevalent plants, minerals, animals, or peoples\npowerful celestials, fey, fiends, elementals, or undead\ninfluence from other planes of existence\nbuildings\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Elemental\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water\nDescription: You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\n\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don\u2019t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\n\nIf your concentration is broken, the elemental doesn\u2019t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can\u2019t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental\u2019s statistics.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Volley\nLevel: 5\nSchool: Conjuration\nClasses: Ranger\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: one piece of ammunition or one thrown weapon\nDescription: You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Vrock (UA)\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a gem worth at least 100 gp, which the spell consumes\nDescription: You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.\n\nThe vrock\u2019s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock\u2019s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem\u2019s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.\n\nIf the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.\n\nAs part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Contact Other Plane\nLevel: 5\nSchool: Divination\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: 1 minute\nComponents: V\nDescription: You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can\u2019t take actions, can\u2019t understand what other creatures say, can\u2019t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.\n\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes\", \"no\", \"maybe\", \"never\", \"irrelevant\", or \"unclear\" (if the entity doesn\u2019t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Contagion\nLevel: 5\nSchool: Necromancy\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: Touch\nDuration: 7 days\nComponents: V, S\nDescription: Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.\n\nAt the end of each of the poisoned target\u2019s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell\u2019s duration.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease\u2019s effects apply to it.\n\nBlinding Sickness. Pain grips the creature\u2019s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\nFilth Fever. A raging fever sweeps through the creature\u2019s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\nFlesh Rot. The creature\u2019s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\nMindfire. The creature\u2019s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\nSeizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\nSlimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Winds\nLevel: 5\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell\u2019s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you\u2019ve halted.\n\nGusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft. You cause a sustained updraft within the cube, rising upward from the cube\u2019s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Creation\nLevel: 5\nSchool: Illusion\nClasses: Artificer, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Special\nComponents: V, S, M\nMaterial cost: a tiny piece of matter of the same type of the item you plan to create\nDescription: You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\n\nThe duration depends on the object\u2019s material. If the object is composed of multiple materials, use the shortest duration.\n\nMaterial\tDuration\nVegetable matter\t1 day\nStone, crystal\t12 hours\nPrecious metals\t1 hour\nGems\t10 minutes\nAdamantine, Mithral\t1 minute\nUsing any material created by this spell as another spell\u2019s material component causes that spell to fail.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Danse Macabre\nLevel: 5\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\n\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\n\nAt Higher Levels. When you cast this spell using a spell slot\u2018 of 6th level or higher, you animate up to two additional corpses for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dawn\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a sunburst pendant worth at least 100 gp\nDescription: The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you\u2019re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Destructive Wave\nLevel: 5\nSchool: Evocation\nClasses: Paladin\nCasting time: 1 Action\nRange: Self (30-foot radius)\nDuration: Instantaneous\nComponents: V\nDescription: You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn\u2019t knocked prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dispel Evil and Good\nLevel: 5\nSchool: Abjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: holy water or powdered silver and iron\nDescription: Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\nDismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn\u2019t there already). If they are already on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dominate Person\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature\", \"Run over there\", or \"Fetch that object\". If the creature completes the order and doesn\u2019t receive further direction from you, it defends and preserves itself to the best of its ability.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn\u2019t do anything that you don\u2019t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dream\nLevel: 5\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Minute\nRange: Special\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird\nDescription: This spell shapes a creature\u2019s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don\u2019t sleep, such as elves, can\u2019t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can\u2019t take actions or move.\n\nIf the target is asleep, the messenger appears in the target\u2019s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target\u2019s dreams.\n\nYou can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target\u2019s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.\n\nIf you have a body part, lock of hair, clipping from a nail, or similar portion of the target\u2019s body, the target makes its saving throw with disadvantage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Enervation\nLevel: 5\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell\u2019s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\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: Far Step\nLevel: 5\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flame Strike\nLevel: 5\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: pinch of sulfur\nDescription: A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Geas\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Cleric, Druid, Paladin, Wizard\nCasting time: 1 Minute\nRange: 60 Feet\nDuration: 30 days\nComponents: V\nDescription: You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.\n\nIf the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can\u2019t understand you is unaffected by the spell.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Greater Restoration\nLevel: 5\nSchool: Abjuration\nClasses: Artificer, Bard, Cleric, Druid, Ranger\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: diamond dust worth at least 100 gp, which the spell consumes\nDescription: You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target\u2019s exhaustion level by one, or end one of the following effects on the target:\n\nOne effect that charmed or petrified the target\nOne curse, including the target\u2019s attunement to a cursed magic item\nAny reduction to one of the target\u2019s ability scores\nOne effect reducing the target\u2019s hit point maximum"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hallow\nLevel: 5\nSchool: Evocation\nClasses: Cleric\nCasting time: 24 Hours\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: herbs, oils, and incense worth at least 1,000 gp, which the spell consumes\nDescription: You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\n\nFirst, celestials, elementals, fey, fiends, and undead can\u2019t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\n\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell\u2019s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\n\nCourage. Affected creatures can\u2019t be frightened while in the area.\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can\u2019t illuminate the area.\nDaylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can\u2019t extinguish the light.\nEnergy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEnergy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEverlasting Rest. Dead bodies interred in the area can\u2019t be turned into undead.\nExtradimensional Interference. Affected creatures can\u2019t move or travel using teleportation or by extradimensional or interplanar means.\nFear. Affected creatures are frightened while in the area.\nSilence. No sound can emanate from within the area, and no sound can reach into it.\nTongues. Affected creatures can communicate with any other creature in the area, even if they don\u2019t share a common language."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Hold Monster\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a small, straight piece of iron\nDescription: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Weapon\nLevel: 5\nSchool: Evocation\nClasses: Cleric, Paladin\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30\u2014foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn\u2019t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn\u2019t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Immolation\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell\u2019s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can\u2019t be extinguished through nonmagical means.\n\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Infernal Calling\nLevel: 5\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a ruby worth at least 999 gp\nDescription: Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil\u2019s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\n\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master\u2019s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature\u2019s statistics.\n\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil\u2019s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command\u2014 such as \u201cattack my enemies,\u201d \u201cexplore the room ahead,\" or \u201cbear this message to the queen\"\u2014until it completes the activity, at which point it returns to you to report having done so.\n\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\n\nIf you possess an individual devil\u2019s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\n\nAt Higher Levels When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Insect Plague\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 300 feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a few grains of sugar, some kernels of grain, and a smear of fat\nDescription: Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere\u2019s area is difficult terrain.\n\nWhen the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell\u2019s area for the first time on a turn or ends its turn there.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Legend Lore\nLevel: 5\nSchool: Divination\nClasses: Bard, Cleric, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each\nDescription: Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn\u2019t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\n\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Maelstrom\nLevel: 5\nSchool: Evocation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: paper or leaf in the shape of a funnel\nDescription: A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Cure Wounds\nLevel: 5\nSchool: Evocation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mislead\nLevel: 5\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: S\nDescription: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\n\nYou can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\n\nYou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Modify Memory\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You attempt to reshape another creature\u2019s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target\u2019s memories are modified.\n\nWhile this charm lasts, you can affect the target\u2019s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature\u2019s memory isn\u2019t altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn\u2019t necessarily affect how a creature behaves, particularly if the memory contradicts the creature\u2019s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature\u2019s true memory.\n\nAt Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target\u2019s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature\u2019s past (9th level)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Negative Energy Flood\nLevel: 5\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, M\nMaterial cost: a broken bone and a square of black silk\nDescription: You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn\u2019t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Passwall\nLevel: 5\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a pinch of sesame seeds\nDescription: A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening\u2019s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Planar Binding\nLevel: 5\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a jewel worth at least 1,000 gp, which the spell consumes\nDescription: With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell\u2019s duration is extended to match the duration of this spell.\n\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Raise Dead\nLevel: 5\nSchool: Necromancy\nClasses: Bard, Cleric, Paladin\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 500 gp, which the spell consumes\nDescription: You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature\u2019s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\n\nThis spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn\u2019t, however, remove magical diseases, curses, or similar effects; if these aren\u2019t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can\u2019t return an undead creature to life.\n\nThis spell closes all mortal wounds, but it doesn\u2019t restore missing body parts. If the creature is lacking body parts or organs integral for its survival \u2013 its head, for instance \u2013 the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Rary's Telepathic Bond\nLevel: 5\nSchool: Divination\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: pieces of eggshell from two different kinds of creatures\nDescription: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren\u2019t affected by this spell.\n\nUntil the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can\u2019t extend to other planes of existence."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reincarnate\nLevel: 5\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: rare oils and unguents worth at least 1,000 gp, which the spell consumes\nDescription: You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target\u2019s soul isn\u2019t free or willing to do so, the spell fails.\n\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature\u2019s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\nReincarnation Table\nd100\tRace\n01-04\tDragonborn\n05-13\tDwarf, hill\n14-21\tDwarf, mountain\n22-25\tElf, dark\n26-34\tElf, high\n35-42\tElf, wood\n43-46\tGnome, forest\n47-52\tGnome, rock\n53-56\tHalf-elf\n57-60\tHalf-orc\n61-68\tHalfling, lightfoot\n69-76\tHalfling, stout\n77-96\tHuman\n97-00\tTiefling\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scrying\nLevel: 5\nSchool: Divination\nClasses: Bard, Cleric, Druid, Warlock, Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water\nDescription: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you\u2019re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge\tSave Modifier\nSecondhand (you have heard of the target)\t+5\nFirsthand (you have met the target)\t+0\nFamiliar (you know the target well)\t-5\nConnection\tSave Modifier\nLikeness or picture\t-2\nPossession or garment\t-4\nBody part, lock of hair, bit of nail, or the like\u2003\t-10\nOn a successful save, the target isn\u2019t affected, and you can\u2019t use this spell against it again for 24 hours.\n\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn\u2019t move."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Seeming\nLevel: 5\nSchool: Illusion\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S\nDescription: This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nThe spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can\u2019t change a target\u2019s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\n\nThe changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature\u2019s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature\u2019s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\n\nA creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shutdown (UA)\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Skill Empowerment\nLevel: 5\nSchool: Transmutation\nClasses: Artificer, Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: Your magic deepens a creature\u2019s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\n\nYou must choose a skill in which the target is proficient and that isn\u2019t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Steel Wind Strike\nLevel: 5\nSchool: Conjuration\nClasses: Ranger, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: S, M\nMaterial cost: a melee weapon worth at least 1 sp\nDescription: You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\n\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Celestial\nLevel: 5\nSchool: Conjuration\nClasses: Cleric, Paladin\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a golden reliquary worth at least 500 gp\nDescription: You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature\u2019s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Draconic Spirit (UA)\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: an art object from a dragon's hoard, worth at least 500 gp\nDescription: You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: Chromatic, Gem, or Metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Swift Quiver\nLevel: 5\nSchool: Transmutation\nClasses: Ranger\nCasting time: 1 Bonus Action\nRange: Touch\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a quiver containing at least one piece of ammunition\nDescription: You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\n\nOn each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Synaptic Static\nLevel: 5\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can\u2019t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\n\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Telekinesis\nLevel: 5\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature.\nYou can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature\u2019s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\nOn subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\nObject.\nYou can try to move an object that weighs up to 1,000 pounds. If the object isn\u2019t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature\u2019s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teleportation Circle\nLevel: 5\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: 1 round\nComponents: V, M\nMaterial cost: rare chalks and inks infused with precious gems with 50 gp, which the spell consumes\nDescription: As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.\n\nA shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence \u2013 a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temporal Shunt\nLevel: 5\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Reaction\nRange: 120 Feet\nDuration: 1 round\nComponents: V, S\nDescription: You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transmute Rock\nLevel: 5\nSchool: Transmutation\nClasses: Druid, Wizard, Artificer\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: clay and water\nDescription: You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud.\nNonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell\u2019s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock.\nNonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell\u2019s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tree Stride\nLevel: 5\nSchool: Conjuration\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.\n\nBoth trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you\u2019re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Force\nLevel: 5\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a pinch of powder made by crushing a clear gemstone\nDescription: An invisible wall of force springs into existence at a point you choose within range.\nThe wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature\u2019s space when it appears, the creature is pushed to one side of the wall (your choice which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can\u2019t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall Of Light\nLevel: 5\nSchool: Evocation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a hand mirror\nDescription: A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\n\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn\u2019t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nA creature that ends its turn in the wall\u2019s area takes 4d8 radiant damage.\n\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall\u2019s length drops to 0 feet, the spell ends.\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: Wall of Stone\nLevel: 5\nSchool: Evocation\nClasses: Artificer, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a small block of granite\nDescription: A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature\u2019s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can\u2019t occupy the same space as a creature or object. the wall doesn\u2019t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM\u2019s discretion.\n\nIf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can\u2019t be dispelled. Otherwise, the wall disappears when the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wrath Of Nature\nLevel: 5\nSchool: Evocation\nClasses: Druid, Ranger\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n\nGrasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\nRoots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n\nRocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Arcane Gate\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 500 feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade Barrier\nLevel: 6\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\n\nWhen a creature enters the wall\u2019s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Bones of the Earth\nLevel: 6\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\n\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\n\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature\u2019s choice) against the spell\u2019s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Chain Lightning\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins\nDescription: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nA target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Circle of Death\nLevel: 6\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: the powder of a crushed black pearl worth at least 500 gp\nDescription: A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.\n\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: Conjure Fey\nLevel: 6\nSchool: Conjuration\nClasses: Druid, Warlock\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe fey creature 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), as long as they don\u2019t violate its alignment. If you don\u2019t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\n\nIf your concentration is broken, the fey creature doesn\u2019t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can\u2019t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature\u2019s statistics.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Contingency\nLevel: 6\nSchool: Evocation\nClasses: Wizard\nCasting time: 10 Minutes\nRange: Self\nDuration: 10 days\nComponents: V, S, M\nMaterial cost: a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp\nDescription: Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell \u0097called the contingent spell\u0097 as part of casting contingency, expending spell slots for both, but the contingent spell doesn\u2019t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Homunculus\nLevel: 6\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Hour\nRange: 120 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp\nDescription: While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can\u2019t be reduced in any way. You then drip your blood on the spell\u2019s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus\u2019s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus\u2019s hit points ends when you finish your next long rest. The reduction to your hit point maximum can\u2019t be removed by any means before then, except by the homunculus\u2018s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Undead\nLevel: 6\nSchool: Necromancy\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Minute\nRange: 10 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse\nDescription: You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures.\n\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.\n\nAt Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Disintegrate\nLevel: 6\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a lodestone and a pinch of dust\nDescription: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\n\nA creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\n\nA 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.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Drawmij's Instant Summons\nLevel: 6\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a sapphire worth 1,000 gp\nDescription: You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\n\nAt any time thereafter, you can use your action to speak the item\u2019s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn\u2019t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\n\nDispel Magic or a similar effect successfully applied to the sapphire ends this spell\u2019s effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Druid Grove\nLevel: 6\nSchool: Abjuration\nClasses: Druid\nCasting time: 10 Minutes\nRange: Touch\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon\nDescription: You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30\u2014foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell\u2019s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren\u2019t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can\u2019t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can\u2018t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect. You can place your choice of one of the following magical effects within the warded area:\n\nA constant gust of Wind in two locations of your choice\nSpike growth in one location of your choice\nWind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Eyebite\nLevel: 6\nSchool: Necromancy\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: For the spell\u2019s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can\u2019t target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n\nAsleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\nPanicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\nSickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Find the Path\nLevel: 6\nSchool: Divination\nClasses: Bard, Cleric, Druid\nCasting time: 1 Minute\nRange: Self\nDuration: Concentration, up to 1 day\nComponents: V, S, M\nMaterial cost: a set of divinatory tools \u2013 such as bones, ivory sticks, cards, teeth, or carved runes \u2013 worth 100 gp, and an object from the location you wish to find\nDescription: This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn\u2019t specific (such as \"a green dragon\u2019s lair\u201d), the spell fails.\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Flesh to Stone\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a pinch of lime, water, and earth\nDescription: You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn\u2019t affected.\n\nA creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don\u2019t need to be consecutive; keep track of both until the target collects three of a kind.\n\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forbiddance\nLevel: 6\nSchool: Abjuration\nClasses: Cleric\nCasting time: 10 Minutes\nRange: Touch\nDuration: 1 day\nComponents: V, S, M\nMaterial cost: a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp\nDescription: You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can\u2019t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell\u2019s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).\n\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThis spell\u2019s area can\u2019t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Globe of Invulnerability\nLevel: 6\nSchool: Abjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (10-foot radius)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a glass or crystal bead that shatters when the spell ends\nDescription: An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\n\nAny spell of 5th level or lower cast from outside the barrier can\u2019t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gravity Fissure\nLevel: 6\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self (100-foot line)\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a fistful of iron filings\nDescription: You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\n\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Guards and Wards\nLevel: 6\nSchool: Abjuration\nClasses: Bard, Wizard\nCasting time: 10 Minutes\nRange: Touch\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp\nDescription: You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\n\nWhen you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\n\nGuards and Wards creates the following effects within the warded area.\n\nCorridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\nDoors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.\nStairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.\nOther Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.\nPlace Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.\nPlace Magic Mouth in two locations.\nPlace Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.\nPlace a constant Gust of Wind in one corridor or room.\nPlace a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.\nThe whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Harm\nLevel: 6\nSchool: Necromancy\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can\u2019t reduce the target\u2019s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature\u2019s hit point maximum to return to normal before that time passes."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heal\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Druid\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Heroes' Feast\nLevel: 6\nSchool: Conjuration\nClasses: Bard, Cleric, Druid\nCasting time: 10 Minutes\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes\nDescription: You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don\u2019t set in until this hour is over. Up to twelve other creatures can partake of the feast.\n\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Flame\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell\u2019s duration. The flames don\u2019t harm you. Until the spell ends, you gain the following benefits:\n\nYou are immune to fire damage and have resistance to cold damage.\nAny creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\nYou can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire 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: Investiture of Ice\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: Until the spell ends, ice rimes your body, and you gain the following benefits:\n\nYou are immune to cold damage and have resistance to fire damage.\nYou can move across difficult terrain created by ice or snow without spending extra movement.\nThe ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\nYou can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Stone\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n\nYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\nYou can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\nYou can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can\u2019t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Investiture of Wind\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: Until the spell ends, wind whirls around you, and you gain the following benefits:\n\nRanged weapon attacks made against you have disadvantage on the attack roll.\nYou gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\nYou can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Magic Jar\nLevel: 6\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Minute\nRange: Self\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp\nDescription: Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell\u2019s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container\u2019s space. You can\u2019t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.\n\nYou can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can\u2019t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target\u2019s body, and the target\u2019s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can\u2019t attempt to possess it again for 24 hours.\n\nOnce you possess a creature\u2019s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can\u2019t use any of its class features.\n\nMeanwhile, the possessed creature\u2019s soul can perceive from the container using its own senses, but it can\u2019t move or take actions at all.\n\nWhile possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature\u2019s soul to its body. If the host body dies while you\u2019re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature\u2019s soul is in the container when it is destroyed, the creature\u2019s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Suggestion\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 24 hours\nComponents: V, M\nMaterial cost: a snake\u2019s tongue and either a bit of honeycomb or a drop of sweet oil\nDescription: You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can\u2019t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\n\nEach target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\n\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn\u2019t met before the spell ends, the activity isn\u2019t performed.\n\nIf you or any of your companions damage a creature affected by this spell, the spell ends for that creature.\n\nAt Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mental Prison\nLevel: 6\nSchool: Illusion\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: S\nDescription: You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target\u2019s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can\u2019t see or hear anything beyond it and is restrained for the spell\u2019s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Move Earth\nLevel: 6\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 2 hours\nComponents: V, S, M\nMaterial cost: an iron blade and a small bag containing a mixture of soils \u2013 clay, loam, and sand\nDescription: Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area\u2019s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can\u2019t exceed half the area\u2019s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square\u2019s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\n\nBecause the terrain\u2019s transformation occurs slowly, creatures in the area can\u2019t usually be trapped or injured by the ground\u2019s movement.\n\nThis spell can\u2019t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn\u2019t directly affect plant growth. The moved earth carries any plants along with it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otherworldly Form (UA)\nLevel: 6\nSchool: Transmutation\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: an object engraved with a symbol of the Outer Planes, worth at least 500 gp\nDescription: Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:\n\nYou are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\nYou are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\nSpectral wings appear on your back, giving you a flying speed of 40 feet.\nYou have a +2 bonus to AC.\nAll your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\nYou can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otiluke's Freezing Sphere\nLevel: 6\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a small crystal sphere\nDescription: A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\n\nIf the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling\u2019s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn\u2019t already shattered, it explodes.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Otto's Irresistible Dance\nLevel: 6\nSchool: Enchantment\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 minute\nComponents: V\nDescription: Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can\u2019t be charmed are immune to this spell.\n\nA dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Planar Ally\nLevel: 6\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature\u2019s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM\u2019s choice).\n\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn\u2019t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature\u2019s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature\u2019s service, the creature immediately returns to its home plane.\n\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Primordial Ward\nLevel: 6\nSchool: Abjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You have resistance to acid, cold, fire, lightning, and thunder damage for the spell\u2019s duration.\n\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Programmed Illusion\nLevel: 6\nSchool: Illusion\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a bit of fleece and jade dust worth at least 25 gp\nDescription: You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\n\nThe triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\n\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psychic Crush (UA)\nLevel: 6\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 minute\nComponents: V, S\nDescription: You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn\u2019t stunned.\n\nThe stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Scatter\nLevel: 6\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Soul Cage\nLevel: 6\nSchool: Necromancy\nClasses: Warlock, Wizard\nCasting time: 1 Reaction\nRange: 60 Feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a tiny silver cage worth 100 gp\nDescription: This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can\u2019t be revived.\n\nSteal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n\nBorrow Experience. You can use a bonus action to bolster yourself with the soul\u2019s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don\u2019t use this benefit before the start of your next turn, it is lost.\n\nEyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you\u2019re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\n\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Summon Fiend\nLevel: 6\nSchool: Conjuration\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: humanoid blood inside a ruby vial worth at least 600 gp\nDescription: You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunbeam\nLevel: 6\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-foot line)\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a magnifying glass\nDescription: A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn\u2019t blinded by this spell. Undead and oozes have disadvantage on this saving throw.\n\nYou can create a new line of radiance as your action on any turn until the spell ends.\n\nFor the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tasha's Otherworldly Guise\nLevel: 6\nSchool: Transmutation\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: an object engraved with a symbol of the Outer Planes, worth at least 500 gp\nDescription: Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:\n\nYou are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\nYou are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\nSpectral wings appear on your back, giving you a flying speed of 40 feet.\nYou have a +2 bonus to AC.\nAll your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.\nYou can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tenser's Transformation\nLevel: 6\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a few hairs from a bull\nDescription: You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can\u2019t cast spells, and you gain the following benefits:\n\nYou gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\nYou have advantage on attack rolls that you make with simple and martial weapons.\nWhen you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\nYou have proficiency with all armor, shields, simple weapons, and martial weapons.\nYou have proficiency in Strength and Constitution saving throws.\nYou can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Transport via Plants\nLevel: 6\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 10 feet\nDuration: 1 round\nComponents: V, S\nDescription: This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Seeing\nLevel: 6\nSchool: Divination\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell\nDescription: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Ice\nLevel: 6\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a small piece of quartz\nDescription: You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature\u2019s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5f6 cold damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wall of Thorns\nLevel: 6\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a handful of thorns\nDescription: You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Widogast's Transmogrification (HB)\nLevel: 6\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: Damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes\nDescription: You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.\n\nOnce a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wind Walk\nLevel: 6\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: fire and holy water\nDescription: You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.\n\nReverting takes 1 minute, during which time a creature is incapacitated and can\u2019t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\n\nIf a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can\u2019t land after 1 minute, the creature falls the remaining distance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Word of Recall\nLevel: 6\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: 5 feet\nDuration: Instantaneous\nComponents: V\nDescription: You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn\u2019t dedicated to your deity, the spell has no effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Celestial\nLevel: 7\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Minute\nRange: 90 feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\n\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don\u2019t violate its alignment. If you don\u2019t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial\u2019s statistics.\n\nAt Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Conjure Hezrou (UA)\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: food worth at least 100 gp, which the spell consumes\nDescription: You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.\n\nThe hezrou\u2019s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou\u2019s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food\u2019s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.\n\nIf the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.\n\nAs part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Create Magen\nLevel: 7\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed\nDescription: While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.\n\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.\n\nAny magen you create with this spell obeys your commands without question."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Crown Of Stars\nLevel: 7\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V, S\nDescription: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30\u2014foot radius.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Delayed Blast Fireball\nLevel: 7\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a tiny ball of bat guano and sulfur\nDescription: A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\n\nThe spell\u2019s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\n\nIf the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\nThe fire damages objects in the area and ignites flammable objects that aren\u2019t being worn or carried.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Divine Word\nLevel: 7\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Bonus Action\nRange: 30 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:\n\n50 hit points or fewer: deafened for 1 minute\n40 hit points or fewer: deafened and blinded for 10 minutes\n30 hit points or fewer: blinded, deafened, and stunned for 1 hour\n20 hit points or fewer: killed instantly\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn\u2019t there already) and can\u2019t return to your current plane for 24 hours by any means short of a wish spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Draconic Transformation (UA)\nLevel: 7\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Bonus Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a statuette of a dragon, worth at least 500 gp\nDescription: With a roar, you draw on the magic of dragons to transform yourself, taking on various draconic features. You gain the following benefits until the spell ends:\n\nYou have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn\u2019t behind total cover, even if you\u2019re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.\nIncorporeal wings sprout from your back, giving you a flying speed of 40 feet.\nWhen you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale a breath of shimmering energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 force 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: Dream of the Blue Veil\nLevel: 7\nSchool: Conjuration\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 10 Minutes\nRange: 20 feet\nDuration: 6 hours\nComponents: V, S, M\nMaterial cost: a magic item or a willing creature from the destination world\nDescription: You and up to eight willing creatures within range fall unconscious for the spells\u2019 duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\n\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world\u2019s existence, even if you don\u2019t know the world\u2019s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\n\nThe spell ends early on a creature if that creature takes any damage, and the creature isn\u2019t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Etherealness\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Up to 8 hours\nComponents: V, S\nDescription: You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can\u2019t see anything more than 60 feet away.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren\u2019t on the Ethereal Plane can\u2019t perceive you and can\u2019t interact with you, unless a special ability or magic has given them the ability to do so.\n\nYou ignore all objects and effects that aren\u2019t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\n\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn\u2019t border it, such as one of the Outer Planes.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Fire Storm\nLevel: 7\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.\n\nThe fire damages objects in the area and ignites flammable objects that aren\u2019t being worn or carried. If you choose, plant life in the area is unaffected by this spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Forcecage\nLevel: 7\nSchool: Evocation\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 100 feet\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: ruby dust worth 1,500 gp\nDescription: An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\n\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.\n\nWhen you cast the spell, any creature that is completely inside the cage\u2019s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\n\nA creature inside the cage can\u2019t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can\u2019t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can\u2019t be dispelled by Dispel Magic."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mirage Arcane\nLevel: 7\nSchool: Illusion\nClasses: Bard, Druid, Wizard\nCasting time: 10 Minutes\nRange: Sight\nDuration: 10 days\nComponents: V, S\nDescription: You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain\u2019s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn\u2019t disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell\u2019s area disappears immediately.\n\nCreatures with truesight can see through the illusion to the terrain\u2019s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion\u2019s presence, the creature can still physically interact with the illusion."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Magnificent Mansion\nLevel: 7\nSchool: Conjuration\nClasses: Bard, Wizard\nCasting time: 1 Minute\nRange: 300 feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp\nDescription: You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\n\nBeyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like, but the space can\u2019t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can\u2019t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can\u2019t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mordenkainen's Sword\nLevel: 7\nSchool: Evocation\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp\nDescription: You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Plane Shift\nLevel: 7\nSchool: Conjuration\nClasses: Cleric, Druid, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence\nDescription: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM\u2019s discretion.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\n\nYou can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word: Pain\nLevel: 7\nSchool: Enchantment\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V\nDescription: You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\n\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\n\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prismatic Spray\nLevel: 7\nSchool: Evocation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self (60-foot cone)\nDuration: Instantaneous\nComponents: V, S\nDescription: Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n\nd8\tColor\tRay Effect\n1\tRed\tThe target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n2\tOrange\tThe target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n3\tYellow\tThe target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4\tGreen\tThe target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n5\tBlue\tThe target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n6\tIndigo\tOn a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don\u2019t need to be consecutive; keep track of both until the target collects three of a kind.\n7\tViolet\tOn a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM\u2019s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn\u2019t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\n8\tSpecial\tThe target is struck by two rays. Roll twice more, rerolling any 8."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Project Image\nLevel: 7\nSchool: Illusion\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 500 Miles\nDuration: Concentration, up to 1 day\nComponents: V, S, M\nMaterial cost: a small replica of you made from materials worth at least 5 gp\nDescription: You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nYou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\n\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Regenerate\nLevel: 7\nSchool: Transmutation\nClasses: Bard, Cleric, Druid\nCasting time: 1 Minute\nRange: Touch\nDuration: 1 hour\nComponents: V, S, M\nMaterial cost: a prayer wheel and holy water\nDescription: You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\n\nThe target\u2019s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Resurrection\nLevel: 7\nSchool: Necromancy\nClasses: Bard, Cleric\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 1,000 gp, which the spell consumes\nDescription: You touch a dead creature that has been dead for no more than a century, that didn\u2019t die of old age, and that isn\u2019t undead. If its soul is free and willing, the target returns to life with all its hit points.\n\nThis spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn\u2019t, however, remove magical diseases, curses, and the like; if such affects aren\u2019t removed prior to casting the spell, they afflict the target on its return to life.\n\nThis spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\n\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can\u2019t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reverse Gravity\nLevel: 7\nSchool: Transmutation\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 100 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a lodestone and iron filings\nDescription: This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren\u2019t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\n\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\n\nAt the end of the duration, affected objects and creatures fall back down."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sequester\nLevel: 7\nSchool: Transmutation\nClasses: Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes\nDescription: By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can\u2019t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.\n\nIf the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn\u2019t grow older.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakes\". This spells also ends if the target takes any damage."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Simulacrum\nLevel: 7\nSchool: Illusion\nClasses: Wizard\nCasting time: 12 Hours\nRange: Touch\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature\u2019s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell\nDescription: You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature\u2019s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.\n\nThe simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\n\nIf the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\n\nIf you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Symbol\nLevel: 7\nSchool: Abjuration\nClasses: Bard, Cleric, Druid, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: Until dispelled or triggered\nComponents: V, S, M\nMaterial cost: mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes\nDescription: When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\n\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\n\nYou can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\n\nWhen you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\n\nDeath. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.\nDiscord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\nFear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of ist turns, if able.\nHopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\nInsanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\nPain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\nSleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\nStunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Teleport\nLevel: 7\nSchool: Conjuration\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 10 feet\nDuration: Instantaneous\nComponents: V\nDescription: 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 you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can\u2019t be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nFamiliarity\tMishap\tSimilar Area\tOff Target\tOn Target\nPermanent circle\t\u2014\t\u2014\t\u2014\t01-100\nAssociated object\t\u2014\t\u2014\t\u2014\t01-100\nVery familiar\t01-05\t06-13\t14-24\t25-100\nSeen casually\t01-33\t34-43\t44-53\t54-100\nViewed once\t01-43\t44-53\t54-73\t74-100\nDescription\t01-43\t44-53\t54-73\t74-100\nFalse destination\t01-50\t51-100\t\u2014\t\u2014\n\"Permanent circle\" means a permanent Teleportation Circle whose sigil sequence you know.\n\n\"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar.\n\n\"Viewed once\" is a place you have seen once, possibly using magic.\n\n\"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.\n\n\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Temple of the Gods\nLevel: 7\nSchool: Conjuration\nClasses: Cleric\nCasting time: 1 Hour\nRange: 120 Feet\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a holy symbol worth at least 5 gp\nDescription: You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\n\nYou make all decisions about the temple\u2019s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\n\nThe temple\u2019s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\n\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can\u2019t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\n\nIn addition, the sensors created by divination spells can\u2019t appear inside the temple, and creatures within can\u2019t be targeted by divination spells.\n\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\n\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple\u2019s interior. Nothing can physically pass through the temple\u2019s exterior. It can\u2019t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tether Essence\nLevel: 7\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a spool of platinum cord worth at least 250 gp, which the spell consumes\nDescription: Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Whirlwind\nLevel: 7\nSchool: Evocation\nClasses: Druid, Wizard\nCasting time: 1 Action\nRange: 300 feet\nDuration: Concentration, up to 1 minute\nComponents: V, M\nMaterial cost: a piece of straw\nDescription: A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren\u2019t secured to anything and that aren\u2019t worn or carried by anyone.\n\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.\n\nWhen a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\n\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 \u00d7 10 feet away from it in a random direction."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Abi-Dalzim's Horrid Wilting\nLevel: 8\nSchool: Necromancy\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a bit of sponge\nDescription: You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren\u2019t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic 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: Animal Shapes\nLevel: 8\nSchool: Transmutation\nClasses: Druid\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 24 hours\nComponents: V, S\nDescription: Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.\n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target\u2019s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn\u2019t reduce the creature\u2019s normal form to 0 hit points, it isn\u2019t knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can\u2019t speak or cast spells.\n\nThe target\u2019s gear melds into the new form. The target can\u2019t activate, wield, or otherwise benefit from any of its equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antimagic Field\nLevel: 8\nSchool: Abjuration\nClasses: Cleric, Wizard\nCasting time: 1 Action\nRange: Self (10-foot radius sphere)\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a pinch of powdered iron or iron filings\nDescription: A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can\u2019t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\n\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can\u2019t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn\u2019t function, but the time it spends suppressed counts against its duration.\n\nTargeted Effects. Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target.\nAreas of Magic. The area of another spell or magical effect, such as Fireball, can\u2019t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\nSpells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\nMagic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon\u2019s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere \u2013 for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere \u2013 the magic of the item ceases to be suppressed as soon as it exits.\nMagical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.\nCreatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\nDispel Magic. Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don\u2019t nullify each other."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Antipathy/Sympathy\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Druid, Wizard\nCasting time: 1 Hour\nRange: 60 Feet\nDuration: 10 days\nComponents: V, S, M\nMaterial cost: either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect\nDescription: This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura\u2019s effect.\n\nAntipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can\u2019t see the target. If the creature moves more than 60 feet from the target and can\u2019t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\nSympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet o fit, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can\u2019t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.\nEnding the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Clone\nLevel: 8\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes. A vessel worth at least 2000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water\nDescription: This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\n\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original\u2019s equipment. The original creature\u2019s physical remains, if they still exist, become inert and can\u2019t thereafter be restored to life, since the creature\u2019s soul is elsewhere."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Control Weather\nLevel: 8\nSchool: Transmutation\nClasses: Cleric, Druid, Wizard\nCasting time: 10 Minutes\nRange: Self (5 mile radius)\nDuration: Concentration, up to 8 hours\nComponents: V, S, M\nMaterial cost: (burning incense and bits of earth and wood mixed in water\nDescription: You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don\u2019t have a clear path to the sky ends the spell early.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation\nStage 1\tClear\nStage 2\tLight clouds\nStage 3\tOvercast or ground fog\nStage 4\tRain, hail or snow\nStage 5\tTorrential rain, driving hail or blizzard\nTemperature\nStage 1\tUnbearable heat\nStage 2\tHot\nStage 3\tWarm\nStage 4\tCool\nStage 5\tCold\nStage 6\tArctic cold\nWind\nStage 1\tCalm\nStage 2\tModerate wind\nStage 3\tStrong wind\nStage 4\tGale\nStage 5\tStorm"} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dark Star\nLevel: 8\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a shard of onyx and a drop of the caster's blood, both of which the spell consumes\nDescription: This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.\n\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't set though the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\n\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Demiplane\nLevel: 8\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 1 hour\nComponents: S\nDescription: You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\n\nEach time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Dominate Monster\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S\nDescription: You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n\nWhile the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"\u0093Attack that creature\", \"Run over there\", or \"Fetch that object\". If the creature completes the order and doesn\u2019t receive further direction from you, it defends and preserves itself to the best of its ability.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn\u2019t do anything that you don\u2019t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nAt Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Earthquake\nLevel: 8\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer\nCasting time: 1 Action\nRange: 500 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a pinch o f dirt, a piece o f rock, and a lump of clay\nDescription: You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\n\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature\u2019s concentration is broken.\n\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.\n\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\n\nFissures. Fissures open throughout the spell\u2019s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell\u2019s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure\u2019s edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\n\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure\u2019s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn\u2019t fall prone or become buried."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Feeblemind\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a handful of clay, crystal, glass, or mineral spheres\nDescription: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.\n\nOn a failed save, the creature\u2019s Intelligence and Charisma scores become 1. The creature can\u2019t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Glibness\nLevel: 8\nSchool: Transmutation\nClasses: Bard, Warlock\nCasting time: 1 Action\nRange: Self\nDuration: 1 hour\nComponents: V\nDescription: Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Holy Aura\nLevel: 8\nSchool: Abjuration\nClasses: Cleric\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint\u2019s robe or a piece of parchment from a religious text\nDescription: Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Illusory Dragon\nLevel: 8\nSchool: Illusion\nClasses: Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: S\nDescription: By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell\u2019s duration and occupies its space, as if it were a creature.\n\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn\u2019t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\n\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.\n\nWhen you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking '7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\n\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Incendiary Cloud\nLevel: 8\nSchool: Conjuration\nClasses: Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\n\nWhen the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell\u2019s area for the first time on a turn or ends its turn there.\n\nThe cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Maddening Darkness\nLevel: 8\nSchool: Evocation\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, M\nMaterial cost: a drop of pitch mixed with a drop of mercury\nDescription: Magical darkness spreads from a point you choose within range to fill a 60\u2014foot\u2014radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can\u2019t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic 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: Maze\nLevel: 8\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 10 minutes\nComponents: V, S\nDescription: You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mighty Fortress\nLevel: 8\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Minute\nRange: 1 mile\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a diamond worth at least 500 gp, which the spell consumes\nDescription: A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\n\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress\u2019s outer wall.\n\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\n\nA staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\n\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10\u2014foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM\u2019s discretion.\n\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\n\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mind Blank\nLevel: 8\nSchool: Abjuration\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: Touch\nDuration: 24 hours\nComponents: V, S\nDescription: Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils Wish spells and spells or effects of similar power used to affect the target\u2019s mind or to gain information about the target."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word: Stun\nLevel: 8\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Reality Break\nLevel: 8\nSchool: Conjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a crystal prism\nDescription: You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.\n\nAt the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success\n\nReality Break Effects\n\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.\n6-8\tWormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Sunburst\nLevel: 8\nSchool: Evocation\nClasses: Cleric, Druid, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 150 Feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: fire and a piece of sunstone\nDescription: Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn\u2019t blinded by this spell. Undead and oozes have disadvantage on this saving throw.\n\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.\n\nThis spell dispels any darkness in its area that was created by a spell."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Telepathy\nLevel: 8\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: Unlimited\nDuration: 24 hours\nComponents: V, S, M\nMaterial cost: a pair of linked silver rings\nDescription: You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Tsunami\nLevel: 8\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, up to 6 rounds\nComponents: V, S\nDescription: A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall\u2019s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can\u2019t move. A creature that moves out of the area falls to the ground."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Astral Projection\nLevel: 9\nSchool: Evocation\nClasses: Cleric, Warlock, Wizard\nCasting time: 1 Hour\nRange: 10 feet\nDuration: Special\nComponents: V, S, M\nMaterial cost: for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes\nDescription: You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn\u2019t need food or air and doesn\u2019t age.\n\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut \u2013 something that can happen only when an effect specifically states that it does \u2013 your soul and body are separated, killing you instantly.\n\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\n\nThe spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature\u2019s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature\u2019s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Blade of Disaster\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Warlock, Wizard\nCasting time: 1 Bonus Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).\n\nAs a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\n\nThe blade can harmlessly pass through any barrier, including a Wall of Force."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Foresight\nLevel: 9\nSchool: Divination\nClasses: Bard, Druid, Warlock, Wizard\nCasting time: 1 Minute\nRange: Touch\nDuration: 8 hours\nComponents: V, S, M\nMaterial cost: a hummingbird feather\nDescription: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can\u2019t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Gate\nLevel: 9\nSchool: Conjuration\nClasses: Cleric, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a diamond worth at least 5,000 gp\nDescription: You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn\u2019t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature\u2019s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Imprisonment\nLevel: 9\nSchool: Abjuration\nClasses: Warlock, Wizard\nCasting time: 1 Minute\nRange: 30 Feet\nDuration: Until dispelled\nComponents: V, S, M\nMaterial cost: a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target\nDescription: You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn\u2019t age. Divination spells can\u2019t locate or perceive the target.\n\nDuring the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature\u2019s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\n\nA Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\n\nYou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.\n\nWhen you cast the spell, you choose one of the following forms of imprisonment.\n\nBurial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\nThe special component for this version of the spell is a small mithral orb.\nChaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can\u2019t move or be moved by any means until then.\nThe special component for this version of the spell is a fine chain of precious metal.\nHedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\nThe special component for this version of the spell is a miniature representation of the prison made from jade.\nMinimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can\u2019t be cut or broken while the spell remains in effect.\nThe special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\nSlumber. The target falls asleep and can\u2019t be awoken.\nThe special component for this version of the spell consists of rare soporific herbs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Invulnerability\nLevel: 9\nSchool: Abjuration\nClasses: Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 10 minutes\nComponents: V, S, M\nMaterial cost: a small piece of adamantine worth at least 500 gp, which the spell consumes\nDescription: You are immune to all damage until the spell ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Heal\nLevel: 9\nSchool: Evocation\nClasses: Cleric\nCasting time: 1 Action\nRange: 60 Feet\nDuration: Instantaneous\nComponents: V, S\nDescription: A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Mass Polymorph\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Sorcerer, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a caterpillar cocoon\nDescription: You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\n\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target\u2019s (or half the target\u2019s level, if the target doesn\u2019t have a challenge rating). The target\u2019s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\n\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can\u2019t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\n\nThe creature is limited in the actions it can perform by the nature of its new form. It can\u2019t speak, cast spells, or do anything else that requires hands or speech. The target\u2019s gear melds into the new form.\n\nThe target can\u2019t activate, use, wield, or otherwise benefit from any of its equipment."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Meteor Swarm\nLevel: 9\nSchool: Evocation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: 1 mile\nDuration: Instantaneous\nComponents: V, S\nDescription: Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren\u2019t being worn or carried."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word: Heal\nLevel: 9\nSchool: Evocation\nClasses: Bard, Cleric\nCasting time: 1 Action\nRange: Touch\nDuration: Instantaneous\nComponents: V, S\nDescription: A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Power Word: Kill\nLevel: 9\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 you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Prismatic Wall\nLevel: 9\nSchool: Abjuration\nClasses: Bard, Wizard\nCasting time: 1 Action\nRange: 60 Feet\nDuration: 10 minutes\nComponents: V, S\nDescription: A shimmering, multicolored plane of light forms a vertical opaque wall \u2013 up to 90 feet long, 30 feet high, and 1 inch thick \u2013 centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\n\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall\u2019s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer\u2019s properties as described below.\n\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an Antimagic Field has no effect on it.\n\nColor\tEffect\nRed\tThe creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can\u2019t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\nOrange\tThe creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can\u2019t pass through the wall. The layer is destroyed by a strong wind.\nYellow\tThe creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\nGreen\tThe creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\nBlue\tThe creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\nIndigo\tOn a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don\u2019t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can\u2019t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.\nViolet\tOn a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM\u2019s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn\u2019t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end spells and magical effects."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Psychic Scream\nLevel: 9\nSchool: Enchantment\nClasses: Bard, Sorcerer, Warlock, Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: S\nDescription: You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn\u2019t stunned. If a target is killed by this damage, its head explodes, assuming it has one.\n\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Ravenous Void\nLevel: 9\nSchool: Evocation\nClasses: Wizard\nCasting time: 1 Action\nRange: 1,000 feet\nDuration: Concentration, up to 1 minute\nComponents: V, S, M\nMaterial cost: a small, nine-pointed star made of iron\nDescription: You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\n\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\n\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Shapechange\nLevel: 9\nSchool: Transmutation\nClasses: Druid, Warlock, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell\nDescription: You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can\u2019t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\n\nYour game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature\u2019s bonus in place of yours. You can\u2019t use any legendary actions or lair actions of the new form.\n\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn\u2019t reduce your normal form to 0 hitpoints, you aren\u2019t knocked unconscious.\n\nYou retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can\u2019t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\n\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature\u2019s shape and size. Your equipment doesn\u2019t change shape or size to match the new form, and any equipment that the new form can\u2019t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\n\nDuring this spell\u2019s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Storm of Vengeance\nLevel: 9\nSchool: Conjuration\nClasses: Druid\nCasting time: 1 Action\nRange: Sight\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nEach round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\nStorm of Vengeance After Round 1\n\nRound\tEffect\n2\tAcidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n3\tYou call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can\u2019t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4\tHailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n5-10\tGusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Ravage\nLevel: 9\nSchool: Necromancy\nClasses: Wizard\nCasting time: 1 Action\nRange: 90 feet\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes\nDescription: You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Time Stop\nLevel: 9\nSchool: Transmutation\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Polymorph\nLevel: 9\nSchool: Transmutation\nClasses: Bard, Warlock, Wizard\nCasting time: 1 Action\nRange: 30 Feet\nDuration: Concentration, up to 1 hour\nComponents: V, S, M\nMaterial cost: a drop of mercury, a dollop of gum arabic, and a wisp of smoke\nDescription: Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.\n\nShapechangers aren\u2019t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn\u2019t affected by this spell.\n\nThis spell can\u2019t affect a target that has 0 hit points.\n\nCreature into Creature.\nIf you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target\u2019s (or its level, if the target doesn\u2019t have a challenge rating). The target\u2019s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\nThe target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn\u2019t reduce the creature\u2019s normal form to 0 hit points, it isn\u2019t knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can\u2019t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\nThe target\u2019s gear melds into the new form. The creature can\u2019t activate, use, wield, or otherwise benefit from any of its equipment.\nObject into Creature.\nYou can turn an object into any kind of creature, as long as the creature\u2019s size is no larger than the object\u2019s size and the creature\u2019s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature\u2019s statistics and resolves all of its actions and movement.\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\nCreature into Object.\nIf you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature\u2019s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: True Resurrection\nLevel: 9\nSchool: Necromancy\nClasses: Cleric, Druid\nCasting time: 1 Hour\nRange: Touch\nDuration: Instantaneous\nComponents: V, S, M\nMaterial cost: a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes\nDescription: You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature\u2019s soul is free and willing, the creature is restored to life with all its hit points.\n\nThis spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.\n\nThe spell can even provide a new body if the original no longer exists, in which case you must speak the creature\u2019s name. The creature then appears in an unoccupied space you choose within 10 feet of you."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Weird\nLevel: 9\nSchool: Illusion\nClasses: Warlock, Wizard\nCasting time: 1 Action\nRange: 120 Feet\nDuration: Concentration, up to 1 minute\nComponents: V, S\nDescription: Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.\n\nEach creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.\nThe illusion calls on the creature\u2019s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature\u2019s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature."} {"instruction": "Write a spell for the 5th edition of the Dungeons & Dragons game.", "response": "Name: Wish\nLevel: 9\nSchool: Conjuration\nClasses: Sorcerer, Wizard\nCasting time: 1 Action\nRange: Self\nDuration: Instantaneous\nComponents: V\nDescription: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\n\nThe basic use of this spell is to duplicate any other spell of 8th level or lower. You don\u2019t need to meet any requirements in that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nYou create one object of up to 25,000 gp in value that isn\u2019t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\nYou allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\nYou grant up to ten creatures that you can see resistance to a damage type you choose.\nYou grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich\u2019s life drain attack.\nYou undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent\u2019s successful save, a foe\u2019s critical hit, or a friend\u2019s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item\u2019s current owner.\n\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can\u2019t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn\u2019t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress."}