From 215c996a7810b0b4588280675bcea8bdad298ce1 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Tue, 19 Mar 2024 12:28:13 -0500 Subject: [PATCH] Fixing spell school marked incorrectly. --- data/v2/en-publishing/a5esrd/Spell.json | 596 ++++++------ data/v2/en-publishing/a5esrd/SpellSchool.json | 11 + data/v2/kobold-press/deep-magic/Spell.json | 864 +++++++++--------- data/v2/kobold-press/dmag-e/Spell.json | 110 +-- data/v2/kobold-press/kp/Spell.json | 60 +- data/v2/kobold-press/toh/Spell.json | 150 +-- data/v2/kobold-press/warlock/Spell.json | 74 +- data/v2/open5e/o5e/Spell.json | 4 +- data/v2/wizards-of-the-coast/srd/Spell.json | 518 +++++------ scripts/data_manipulation/remapschool.py | 16 +- 10 files changed, 1208 insertions(+), 1195 deletions(-) create mode 100644 data/v2/en-publishing/a5esrd/SpellSchool.json diff --git a/data/v2/en-publishing/a5esrd/Spell.json b/data/v2/en-publishing/a5esrd/Spell.json index 98c9ade1..5c01efc7 100644 --- a/data/v2/en-publishing/a5esrd/Spell.json +++ b/data/v2/en-publishing/a5esrd/Spell.json @@ -7,7 +7,7 @@ "desc": "You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.\n\nUntil the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).\n\n* **1 Round:** Double Speed.\n* **2 Rounds:** +2 bonus to AC.\n* **3 Rounds:** Advantage on Dexterity saving throws.\n* **4 Rounds:** An additional action each turn. This 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, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.", "target_type": "object", "range": "30 feet", @@ -71,7 +71,7 @@ "desc": "A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -102,7 +102,7 @@ "desc": "You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The granted hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -133,7 +133,7 @@ "desc": "Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's range increases by 30 feet for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -164,7 +164,7 @@ "desc": "You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don't set off the alarm.\n\nChoose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.\n\nYou may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting.\n\nIncreased Duration. The spell's duration increases to 24 hours.\n\nImproved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.\n\nImproved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.", "target_type": "creature", "range": "60 feet", @@ -195,7 +195,7 @@ "desc": "You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.\n\n* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.\n* **Altered State:** You decide what you look like. \n \nNone of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.\n* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 5th-level, add the following to the list of forms you can adopt.\n\n* **Greater Natural Weapons:** The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.\n* **Mask of the Grave:** You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.\n* **Wings:** A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.", "target_type": "creature", "range": "Self", @@ -226,7 +226,7 @@ "desc": "You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.\n\nYou use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of one. In addition, you can choose adamantine as the material.\n\nWhen you reach 17th level, your attacks with this spell deal an extra 1d6 damage.", "target_type": "creature", "range": "Self", @@ -290,7 +290,7 @@ "desc": "You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Choose one additional target for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -321,7 +321,7 @@ "desc": "You call a Tiny beast to you, whisper a message to it, and then give it directions to the message's recipient. It is now your messenger.\n\nSpecify a location you have previously visited and a recipient who matches a general description, such as \"a person wearing a pointed red hat in Barter Town\" or \"a half-orc in a wheelchair at the Striped Lion Inn.\" Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.\n\nWhen the messenger arrives, it delivers your message to the first creature matching your description, replicating the sound of your voice exactly. If the messenger can't find the recipient or reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "The duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -352,7 +352,7 @@ "desc": "You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.\n\nOn subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -383,7 +383,7 @@ "desc": "You animate a mortal's remains to become your undead servant.\n\nIf the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours.\n\nCasting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "Touch", @@ -414,7 +414,7 @@ "desc": "Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.\n\nUntil the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.\n\nEach construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.\n\nIf you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.\n\nYou can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.\n\nWhen you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.\n\nWhen the construct drops to 0 hit points, any excess damage carries over to its normal object form.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "You can animate 2 additional Small or Tiny objects for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -445,7 +445,7 @@ "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -476,7 +476,7 @@ "desc": "An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.\n\n* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.\n* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.\n* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.\n* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.\n* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -507,7 +507,7 @@ "desc": "You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.\n\nThe target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.\n\n* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer 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.\n* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target. \nIf the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -538,7 +538,7 @@ "desc": "Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.\n\nYou can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -600,7 +600,7 @@ "desc": "The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting _knock_ on the target. Otherwise, the target cannot be opened normally and it is more difficult to break or force open, increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.", "target_type": "creature", "range": "Touch", @@ -631,7 +631,7 @@ "desc": "Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -731,7 +731,7 @@ "desc": "You craft an illusion to deceive others about the target's true magical properties.\n\nChoose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.\n\n* **False Aura:** A magical target appears nonmagical, a nonmagical target appears magical, or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.\n* **Masking Effect:** Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally, you can choose to mask the target's alignment trait (if it has one).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.", "target_type": "creature", "range": "Touch", @@ -762,7 +762,7 @@ "desc": "You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -793,7 +793,7 @@ "desc": "Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.\n\nWhile in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.\n\nThe spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.\n\nIf the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -824,7 +824,7 @@ "desc": "With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:\n\n* Fortunate omen (good results)\n* Calamity omen (bad results)\n* Ambivalence omen (both good and bad results)\n* No omen (results that aren't especially good or bad)\n\nThis omen does not account for possible circumstances that could change the outcome, such as making additional preparations.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -855,7 +855,7 @@ "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.", "target_type": "creature", "range": "Touch", @@ -886,7 +886,7 @@ "desc": "The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "You target an additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -917,7 +917,7 @@ "desc": "You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.\n\nUntil the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.\n\nAt the end of each of its turns, a banished creature can repeat the saving throw with a -1 penalty for each round it has spent banished, returning on a success. If the spell ends before its maximum duration, the target reappears in the space it left (or the nearest unoccupied space) but otherwise a target native to a different plane doesn't return.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "The duration of banishment increases by 1 round for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -948,7 +948,7 @@ "desc": "The target's skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The target's AC increases by +1 for every two slot levels above 2nd.", "target_type": "creature", "range": "Touch", @@ -979,7 +979,7 @@ "desc": "You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4).\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "You can maintain concentration on this spell for an additional round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1010,7 +1010,7 @@ "desc": "The targets are filled with hope and vitality.\n\nUntil the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1041,7 +1041,7 @@ "desc": "Choose one of the following:\n\n* Select one ability score; the target has disadvantage on ability checks and saving throws using that ability score.\n* The target makes attack rolls against you with disadvantage.\n* Each turn, the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.\n* Your attacks and spells deal an additional 1d8 necrotic damage against the target.\n\nA curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.\n\nA _remove curse_ spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast _bestow curse_.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -1072,7 +1072,7 @@ "desc": "Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn, it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.\n\nA restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC, freeing itself on a success.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for every 2 slot levels above 4th.", "target_type": "area", "range": "60 feet", @@ -1136,7 +1136,7 @@ "desc": "The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "You target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -1167,7 +1167,7 @@ "desc": "Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.\n\nA plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -1198,7 +1198,7 @@ "desc": "Until the spell ends, the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1229,7 +1229,7 @@ "desc": "Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.\n\nWhile on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.\n\nCreatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1260,7 +1260,7 @@ "desc": "This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.\n\nUntil the spell ends, if for any reason either participant breaks the agreement or fails to uphold their part of the bargain, beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them, as well as any creatures that defend them. When the dealbreaking participant is killed, or the spell's duration ends, the beings disappear in a flash of smoke.\n\nThe spellcaster chooses whether the beings are celestial or fiendish while casting the spell, and the Narrator chooses the exact creatures summoned (such as a couatl or 5 imps). There may be any number of beings, but their combined Challenge Rating can't exceed 5.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -1291,7 +1291,7 @@ "desc": "Until the spell ends, you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.", "target_type": "creature", "range": "Self", @@ -1355,7 +1355,7 @@ "desc": "You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.\n\nNote: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1386,7 +1386,7 @@ "desc": "You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack's damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends.\n\nYou must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.", "target_type": "creature", "range": "Self", @@ -1417,7 +1417,7 @@ "desc": "A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", "range": "100 feet", @@ -1448,7 +1448,7 @@ "desc": "Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.\n\n* Suppress the charmed or frightened conditions, though they resume when the spell ends (time spent suppressed counts against a condition's duration).\n* Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell area increases by 10 feet for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -1541,7 +1541,7 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1572,7 +1572,7 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "30 feet", @@ -1603,7 +1603,7 @@ "desc": "You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead, it makes attack rolls against you with disadvantage until the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "120 feet", @@ -1636,7 +1636,7 @@ "desc": "A sphere of negative energy sucks life from the area.\n\nCreatures in the area take 9d6 necrotic damage.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 2d6 for each slot level above 6th.", "target_type": "area", "range": "120 feet", @@ -1667,7 +1667,7 @@ "desc": "You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.\n\nUntil the spell ends, you can breathe underwater, and you can utilize bardic performances that would normally require breathable air. In addition, you have advantage on saving throws against gases and environments with adverse breathing conditions.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration of this spell increases when you reach 5th level (10 minutes), 11th level (30 minutes), and 17th level (1 hour).", "target_type": "creature", "range": "Self", @@ -1698,7 +1698,7 @@ "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1729,7 +1729,7 @@ "desc": "This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed.\n\nThe clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.\n\nOnce the clone has matured, when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality, memories, and abilities, but it is without the target's equipment. The target's original body cannot be brought back to life by magic since its soul now resides within the cloned body.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1760,7 +1760,7 @@ "desc": "You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.\n\nUntil the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.\n\nThe fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "area", "range": "120 feet", @@ -1793,7 +1793,7 @@ "desc": "Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet. On a hit, the venom deals 4d8 poison damage, and if the target is a creature it is poisoned until the end of its next turn.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -1824,7 +1824,7 @@ "desc": "A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.\n\nWhen a target is blinded, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any affect.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "Add an additional 2d10 hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1855,7 +1855,7 @@ "desc": "You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.\n\nBelow are example commands, but at the Narrator's discretion you may give any one-word command.\n\n* **Approach/Come/Here:** The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.\n* **Bow/Grovel/Kneel:** The target falls prone and ends its turn.\n* **Drop:** The target drops anything it is holding and ends its turn.\n* **Flee/Run:** The target uses its action to Dash and moves away from you as far as it can.\n* **Halt:** The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1886,7 +1886,7 @@ "desc": "You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive \"unclear\" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a no answer increases.\n\nThe Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1917,7 +1917,7 @@ "desc": "Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.\n\nWhen cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.\n\nYou learn up to 3 facts of your choice about the surrounding area:\n\n* Terrain and bodies of water\n* Common flora, fauna, minerals, and peoples\n* Any unnatural creatures in the area\n* Weaknesses in planar boundaries\n* Built structures", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -1948,7 +1948,7 @@ "desc": "You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers, and it does not assist in uncovering lies.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "The bonus increases by +5 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -2012,7 +2012,7 @@ "desc": "You assault the minds of your targets, filling them with delusions and making them confused until the spell ends. On a successful saving throw, a target is rattled for 1 round. At the end of each of its turns, a confused target makes a Wisdom saving throw to end the spell's effects on it.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's area increases by 5 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -2043,7 +2043,7 @@ "desc": "You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.\n\nChoose one of the following:\n\n* One beast of CR 2 or less\n* Two beasts of CR 1 or less\n* Three beasts of CR 1/2 or less\n\n Beasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell, you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a conjured beast only defends itself.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.", "target_type": "area", "range": "60 feet", @@ -2074,7 +2074,7 @@ "desc": "You summon a creature from the realms celestial.\n\nThis creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle, angel of protection, or angel of vengeance.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the celestial creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2105,7 +2105,7 @@ "desc": "You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2136,7 +2136,7 @@ "desc": "You summon a creature from The Dreaming.\n\nThis creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the summoned creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2167,7 +2167,7 @@ "desc": "You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command.\n\nWithout such commands, a minor elemental only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2198,7 +2198,7 @@ "desc": "You summon up to 3 creatures from The Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog, satyr, or sprite. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell, you must give them all the same command.\n\nWithout such commands, a summoned creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2229,7 +2229,7 @@ "desc": "You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.\n\nOn a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2260,7 +2260,7 @@ "desc": "Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.\n\nThe target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.\n\n* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.\n* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.\n* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.\n* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.\n* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.\n* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2353,7 +2353,7 @@ "desc": "Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.\n\n* **Flood:** The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore, but when the area is in a large body of water you instead create a 20-foottall wave. The wave travels across the area and crashes down, carrying Huge or smaller vehicles to the other side, each of which has a 25% chance of capsizing. The wave repeats on the start of your next turn while this effect continues.\n* **Part Water:** You create a 20-foot wide trench spanning the area with walls of water to either side. When this effect ends, the trench slowly refills over the course of the next round.\nRedirect Flow: Flowing water in the area moves in a direction you choose, including up. Once the water moves beyond the spell's area, it resumes its regular flow based on the terrain.\n* **Whirlpool:** If the affected body of water is at least 50 feet square and 25 feet deep, a whirlpool forms within the area in a 50-foot wide cone that is 25 feet long. Creatures and objects that are in the area and within 25 feet of the whirlpool make an Athletics check against your spell save DC or are pulled 10 feet toward it. Once within the whirlpool, checks made to swim out of it have disadvantage. When a creature first enters the whirlpool on a turn or starts its turn there, it makes a Strength saving throw or takes 2d8 bludgeoning damage and is pulled into the center of the whirlpool. On a successful save, the creature takes half damage and isn't pulled.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -2386,7 +2386,7 @@ "desc": "You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.\n\nUntil the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -2450,7 +2450,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.\n\nIf it is casting a spell of 3rd-level or higher, make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original spell.\n\nThis new spell must be cast at a spell slot level equal to or less than half the original spell slot.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.", "target_type": "creature", "range": "60 feet", @@ -2481,7 +2481,7 @@ "desc": "Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "You create an additional 2 Supply for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -2512,7 +2512,7 @@ "desc": "Choose one of the following.\n\n* **Create Water:** You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.\n* **Destroy Water:** You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.", "target_type": "area", "range": "30 feet", @@ -2543,7 +2543,7 @@ "desc": "This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.\n\nWhile it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "30 feet", @@ -2574,7 +2574,7 @@ "desc": "You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.\n\nThe spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "The size of the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", "range": "30 feet", @@ -2762,7 +2762,7 @@ "desc": "The target gains darkvision out to a range of 60 feet.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.", "target_type": "creature", "range": "Touch", @@ -2824,7 +2824,7 @@ "desc": "The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.\n\nCreatures that attempt to push, drag, or lift the object must succeed on a Strength check against your spell save DC to do so.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2855,7 +2855,7 @@ "desc": "The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -2919,7 +2919,7 @@ "desc": "You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.\n\nEach time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2950,7 +2950,7 @@ "desc": "You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature's presence, as well as where the creature is located.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2981,7 +2981,7 @@ "desc": "Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.", "target_type": "creature", "range": "30 feet", @@ -3012,7 +3012,7 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3043,7 +3043,7 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save, you learn the creature's surface thoughts —what is most on its mind in that moment. On a successful save, you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.\n\nOnce you have read a creature's surface thoughts, you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, you fail to read the creature's deeper thoughts and the spell ends. On a failure, you gain insight into the creature's motivations, emotional state, and something that looms large in its mind.\n\nThe creature then becomes aware you are probing its mind and can use an action to make an Intelligence check contested by your Intelligence check, ending the spell if it succeeds.\n\nAdditionally, you can use an action to scan for thinking creatures within range that you can't see.\n\nOnce you detect the presence of a thinking creature, so long as it remains within range you can attempt to read its thoughts as described above (even if you can't see it).\n\nThe spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles.\n\nWhen using a 9th-level spell slot, increase the range to 1, 000 miles.", "target_type": "creature", "range": "30 feet", @@ -3074,7 +3074,7 @@ "desc": "You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.\n\nYou can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.\n\nIf you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -3105,7 +3105,7 @@ "desc": "Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.", "target_type": "creature", "range": "Self", @@ -3136,7 +3136,7 @@ "desc": "A pale ray emanates from your pointed finger to the target as you attempt to undo it.\n\nThe target takes 10d6 + 40 force damage. A creature reduced to 0 hit points is obliterated, leaving behind nothing but fine dust, along with anything it was wearing or carrying (except magic items). Only true resurrection or a wish spell can restore it to life.\n\nThis spell automatically disintegrates nonmagical objects and creations of magical force that are Large-sized or smaller. Larger objects and creations of magical force have a 10-foot-cube portion disintegrated instead. Magic items are unaffected.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "The damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -3169,7 +3169,7 @@ "desc": "A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.\n\nUntil the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n\nYou can end the spell early by using an action to do either of the following.\n\n* **Mental Resistance:** Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.\n* **Retribution:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -3203,7 +3203,7 @@ "desc": "You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell's level for each one, ending the effect on a success.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "You automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.", "target_type": "point", "range": "120 feet", @@ -3234,7 +3234,7 @@ "desc": "Your offering and magic put you in contact with the higher power you serve or its representatives.\n\nYou ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.\n\nThe reply does not account for possible circumstances that could change the outcome, such as making additional precautions.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3327,7 +3327,7 @@ "desc": "You assert control over the target beast's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it 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 saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is extended: 5th-level—Concentration (10 minutes), 6th-level—Concentration (1 hour), 7th-level—Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3358,7 +3358,7 @@ "desc": "You assert control over the target creature's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it 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 saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "The duration is Concentration (8 hours)", "target_type": "creature", "range": "60 feet", @@ -3389,7 +3389,7 @@ "desc": "You assert control over the target humanoid's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it 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 saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3420,7 +3420,7 @@ "desc": "You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends.\n\nAt the end of each of the creature's turns, it can make another Wisdom saving throw, ending the effect on itself on a success. On a failed save, the creature takes 1d4 psychic damage.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "The damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -3453,7 +3453,7 @@ "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Special", @@ -3484,7 +3484,7 @@ "desc": "You call upon your mastery of nature to produce one of the following effects within range:\n\n* You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.\n* You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open.\n* You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube.\n* You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3515,7 +3515,7 @@ "desc": "Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter, 20 feet tall, AC 10, 20 hit points) in that space that provides you with three-quarters cover (+5 to AC, Dexterity saving throws, and ability checks made to hide).", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3579,7 +3579,7 @@ "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3610,7 +3610,7 @@ "desc": "You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.\n\n* **Bear's Endurance:** The target has advantage on Constitution checks and it gains 2d6 temporary hit points (lost when the spell ends).\n* **Bull's Strength:** The target has advantage on Strength checks and doubles its carrying capacity.\n* **Cat's Grace:** The target has advantage on Dexterity checks and it reduces any falling damage it takes by 10 unless it is incapacitated.\n* **Eagle's Splendor:** The target has advantage on Charisma checks and is instantly cleaned (as if it had just bathed and put on fresh clothing).\n* **Fox's Cunning:** The target has advantage on Intelligence checks and on checks using gaming sets.\n* **Owl's Wisdom:** The target has advantage on Wisdom checks and it gains darkvision to a range of 30 feet (or extends its existing darkvision by 30 feet).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -3641,7 +3641,7 @@ "desc": "You cause the target to grow or shrink. An unwilling target may attempt a saving throw to resist the spell.\n\nIf the target is a creature, all items worn or carried by it also change size with it, but an item dropped by the target immediately returns to normal size.\n\n* **Enlarge:** Until the spell ends, the target's size increases by one size category. Its size doubles in all dimensions and its weight increases eightfold. The target also has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 1d4 damage.\n* **Reduce:** Until the spell ends, the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink, dealing 1d4 less damage (its attacks deal a minimum of 1 damage).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 4th-level, you can cause the target and its gear to increase by two size categories—from Medium to Huge, for example. Until the spell ends, the target's size is quadrupled in all dimensions, multiplying its weight twentyfold. The target has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 2d4 damage.", "target_type": "creature", "range": "30 feet", @@ -3672,7 +3672,7 @@ "desc": "You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants. While the target is thrashing, any creature inside or within 30 feet of it must make a Dexterity saving throw, taking 2d10+5 bludgeoning damage on a failed save or half as much on a successful one. When the spell ends, the target returns to its previous state, magically repairing any damage it sustained during the spell's duration.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3703,7 +3703,7 @@ "desc": "Constraining plants erupt from the ground in the spell's area, wrapping vines and tendrils around creatures. Until the spell ends, the area is difficult terrain.\n\nA creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success.\n\nWhen the spell ends, the plants wither away.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3734,7 +3734,7 @@ "desc": "You weave a compelling stream of words that captivates your targets. Any target that can't be charmed automatically succeeds on its saving throw, and targets fighting you or creatures friendly to you have advantage on the saving throw.\n\nUntil the spell ends or a target can no longer hear you, it has disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you are incapacitated or can no longer speak.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3765,7 +3765,7 @@ "desc": "Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane. While on the Ethereal Plane, you can move in any direction, but vertical movement is considered difficult terrain. You can see and hear the plane you originated from, but everything looks desaturated and you can see no further than 60 feet.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures not on the Ethereal Plane can't perceive you unless some special ability or magic explicitly allows them to.\n\nWhen 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 and you take force damage equal to twice the number of feet you are moved.\n\nThe spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as an Outer Plane.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "You can target up to 3 willing creatures within 10 feet (including you) for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -3796,7 +3796,7 @@ "desc": "Until the spell ends, you're able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Your Speed increases by 10 feet for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -3827,7 +3827,7 @@ "desc": "Your eyes become an inky void imbued with fell power. One creature of your choice within 60 feet of you that you can see and that can see you must succeed on a Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends, on each of your turns you can use an action to target a creature that has not already succeeded on a saving throw against this casting of _eyebite_.\n\n* **Asleep:** The target falls unconscious, waking if it takes any damage or another creature uses an action to rouse it.\n* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature uses its action to take the Dash action and move away from you by the safest and shortest available route unless there is nowhere for it 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.\n* **Sickened:** 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, ending this effect on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3858,7 +3858,7 @@ "desc": "You convert raw materials into finished items of the same material. For example, you can fabricate a pitcher from a lump of clay, a bridge from a pile of lumber or group of trees, or rope from a patch of hemp.\n\nWhen you cast the spell, select raw materials you can see within range. From them, the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal, stone, or another mineral substance, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of any objects made with the spell is equivalent to the quality of the raw materials.\n\nCreatures or magic items can't be created or used as materials with this spell. It also may not be used to create items that require highly-specialized craftsmanship such as armor, weapons, clockworks, glass, or jewelry unless you have proficiency with the type of artisan's tools needed to craft such objects.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3920,7 +3920,7 @@ "desc": "You conjure a phantasmal watchdog. Until the spell ends, the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.\n\nThe hound is invisible except to you and can't be harmed. When a Small or larger creature enters the area without speaking a password you specify when casting the spell, the hound starts barking loudly. The hound sees invisible creatures, can see into the Ethereal Plane, and is immune to illusions.\n\nAt the start of each of your turns, the hound makes a bite attack against a hostile creature of your choice that is within the area, using your spell attack bonus and dealing 4d8 piercing damage on a hit.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -3951,7 +3951,7 @@ "desc": "You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "Gain an additional 5 temporary hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -3982,7 +3982,7 @@ "desc": "You project a phantasmal image into the minds of each creature in the area showing them what they fear most. On a failed save, a creature becomes frightened until the spell ends and must drop whatever it is holding.\n\nOn each of its turns, a creature frightened by this spell uses its action to take the Dash action and move away from you by the safest available route. If there is nowhere it can move, it remains stationary. When the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4013,7 +4013,7 @@ "desc": "Magic slows the descent of each target. Until the spell ends, a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.", "target_type": "creature", "range": "60 feet", @@ -4044,7 +4044,7 @@ "desc": "You blast the target's mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.\n\nOn a failed save, until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1\\. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell, ending it on a success.\n\n_Greater restoration_, _heal_, or _wish_ can also be used to end the spell.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4077,7 +4077,7 @@ "desc": "Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).\n\nYour familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.\n\nWhen the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.\n\nYou are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar's eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body's surroundings.\n\nYou can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you.\n\nYou can't have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form.\n\nFinally, when you cast a spell with a range of Touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4108,7 +4108,7 @@ "desc": "You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it. You decide on the steed's appearance, and choose whether it uses the statistics of an elk, giant lizard, panther, warhorse, or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:\n\n* Its type is your choice of celestial, fey, or fiend.\n* Its size is your choice of Medium or Large.\n* Its Intelligence is 6.\n* You can communicate with it telepathically while it's within 1 mile.\n* It understands one language that you speak.\n\nWhile mounted on your steed, when you cast a spell that targets only yourself, you may also target the steed.\n\nWhen you use an action to dismiss the steed, or when it drops to 0 hit points, it temporarily disappears. Casting this spell again resummons the steed, fully healed and with all conditions removed. You can't summon a different steed unless you spend an action to release your current steed from its bond, permanently dismissing it.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.", "target_type": "point", "range": "30 feet", @@ -4139,7 +4139,7 @@ "desc": "Name a specific, immovable location that you have visited before. If no such location is within range, the spell fails. For the duration, you know the location's direction and distance. While you are traveling there, you have advantage on ability checks made to determine the shortest path.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Special", @@ -4170,7 +4170,7 @@ "desc": "This spell reveals whether there is at least one trap within range and within line of sight. You don't learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4201,7 +4201,7 @@ "desc": "Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 2d8 for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -4422,7 +4422,7 @@ "desc": "A 5-foot-diameter sphere of fire appears within range, lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet, and ignites unattended flammable objects it touches.\n\nYou can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature, the sphere ends its movement for that turn and the creature makes a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. A creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw against the sphere's damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "object", "range": "60 feet", @@ -4453,7 +4453,7 @@ "desc": "The target becomes restrained as it begins to turn to stone. On a successful saving throw, the target is instead slowed until the end of its next turn and the spell ends.\n\nA creature restrained by this spell makes a second saving throw at the end of its turn. On a success, the spell ends. On a failure, the target is petrified for the duration. If you maintain concentration for the maximum duration of the spell, this petrification is permanent.\n\nAny pieces removed from a petrified creature are missing when the petrification ends.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature when you cast this spell with an 8th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4484,7 +4484,7 @@ "desc": "You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell's duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -4515,7 +4515,7 @@ "desc": "A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.\n\nWhile you are within 20 feet of the disk, it is immobile. If you move more than 20 feet away, it tries to follow you, remaining 20 feet away. It can traverse stairs, slopes, and obstacles up to 3 feet high.\n\nAdditionally, you can ride the disc, spending your movement on your turn to move the disc up to 30 feet (following the movement rules above).\n\nMoving the disk in this way is just as tiring as walking for the same amount of time.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "When you use a 3rd-level spell slot, either the spell's duration increases to 8 hours or the disk's diameter is 10 feet, it can support up to 2, 000 pounds, and it can traverse obstacles up to 10 feet high. When you use a 6th-level spell slot, the disk's diameter is 20 feet, it can support up to 16, 000 pounds, and it can traverse obstacles up to 20 feet high.", "target_type": "point", "range": "30 feet", @@ -4546,7 +4546,7 @@ "desc": "The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -4577,7 +4577,7 @@ "desc": "You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's radius increases by 20 feet for each slot level above 1st.", "target_type": "area", "range": "120 feet", @@ -4608,7 +4608,7 @@ "desc": "You protect the target area against magical travel. Creatures can't teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell's area can't overlap with another _forbiddance_ spell.\n\nThe spell damages specific types of trespassing creatures. Choose one or more of celestials, elementals, fey, fiends, and undead. When a chosen creature first enters the area on a turn or starts its turn there, it takes 5d10 radiant or necrotic damage (your choice when you cast the spell). You may designate a password. A creature speaking this password as it enters takes no damage from the spell.\n\nAfter casting this spell on the same area for 30 consecutive days it becomes permanent until dispelled. This final casting to make the spell permanent consumes its material components.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4642,7 +4642,7 @@ "desc": "Your iron resolve allows you to withstand an attack. The damage you take from the triggering attack is reduced by 2d10 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The damage is reduced by an additional 1d10 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -4737,7 +4737,7 @@ "desc": "You impart the ability to see flashes of the immediate future. The target can't be surprised and has advantage on ability checks, attack rolls, and saving throws. Other creatures have disadvantage on attack rolls against the target.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4768,7 +4768,7 @@ "desc": "While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm's senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.\n\nIf you take any action other than continuing to concentrate on this spell, the spell ends and the trees and plants set down roots wherever they are currently located.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4799,7 +4799,7 @@ "desc": "The target ignores difficult terrain. Spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. The target's movement and attacks aren't penalized from being underwater.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -4861,7 +4861,7 @@ "desc": "Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4892,7 +4892,7 @@ "desc": "The target, along with anything it's wearing and carrying, becomes a hovering, wispy cloud. In this form, it can't attack, use or drop objects, talk, or cast spells.\n\nAs a cloud, the target's base Speed is 0 and it gains a flying speed of 10 feet. It can enter another creature's space, and can pass through small holes and cracks, but not through liquid. It is resistant to nonmagical damage, has advantage on Strength, Dexterity, and Constitution saving throws, and can't fall.\n\nThe spell ends if the creature drops to 0 hit points.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The target's fly speed increases by 10 feet for each slot level above 3rd.", "target_type": "object", "range": "Touch", @@ -4923,7 +4923,7 @@ "desc": "You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.\n\nWhen you cast this spell, you can speak the true name of a specific creature (not its nickname or title). If that creature is on another plane, the portal opens next to it and draws it through to your side of the portal. This spell gives you no power over the creature, and it might choose to attack you, leave, or listen to you.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4954,7 +4954,7 @@ "desc": "You give a command to a target which can understand you. It becomes charmed by you.\n\nWhile charmed in this way, it takes 5d10 psychic damage the first time each day that it disobeys your command. Your command can be any course of action or inaction that wouldn't result in the target's death. The spell ends if the command is suicidal or you use an action to dismiss the spell. Alternatively, a _remove curse_, _greater restoration_, or _wish_ spell cast on the target using a spell slot at least as high as the slot used to cast this spell also ends it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is 1 year when using a 7th-level spell slot, or permanent until dispelled when using a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4987,7 +4987,7 @@ "desc": "The target can't become undead and doesn't decay. Days spent under the influence of this spell don't count towards the time limit of spells which raise the dead.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell's duration is 1 year when using a 3rd-level spell slot, or permanent until dispelled when using a 4th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -5018,7 +5018,7 @@ "desc": "You transform insects and other vermin into monstrous versions of themselves. Until the spell ends, up to 3 spiders become giant spiders, 2 ants become giant ants, 2 crickets or mantises become ankhegs, a centipede becomes a giant centipede, or a scorpion becomes a giant scorpion. The spell ends for a creature when it dies or when you use an action to end the effect on it.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the insects. When you command multiple insects using this spell, you may simultaneously give them all the same command.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "The spell's duration is 1 hour when using a 5th-level spell slot, or 8 hours when using a 6th-level spell slot.", "target_type": "creature", "range": "30 feet", @@ -5049,7 +5049,7 @@ "desc": "When you make a Charisma check, you can replace the number you rolled with 15\\. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5080,7 +5080,7 @@ "desc": "An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can't affect anything inside the sphere, even if it's cast with a higher level spell slot. Targeting something inside the sphere or including the globe's space in an area has no effect on anything inside.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "The barrier blocks spells of one spell slot level higher for each slot level above 6th.", "target_type": "area", "range": "Self", @@ -5111,7 +5111,7 @@ "desc": "You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen you cast the spell, choose Explosive Runes or Spell Glyph.\n\n* **Explosive Runes:** When triggered, the glyph explodes. Creatures in a 20-foot radius sphere make a Dexterity saving throw or take 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you cast the spell), or half damage on a successful save. The explosion spreads around corners.\n* **Spell Glyph:** You store a spell of 3rd-level or lower as part of creating the glyph, expending its spell slot. The stored spell must target a single creature or area with a non-beneficial effect and it is cast when the glyph is triggered. A spell that targets a creature targets the triggering creature. A spell with an area is centered on the targeting creature. A creation or conjuration spell affects an area next to that creature, and targets it with any harmful effects. Spells requiring concentration last for their full duration.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The cost of the material component increases by 200 gold for each slot level above 3rd. For Explosive Runes, the damage increases by 1d8 for each slot level above 3rd, and for Spell Glyph you can store a spell of up to the same level as the spell slot used to cast glyph of warding.", "target_type": "creature", "range": "Touch", @@ -5142,7 +5142,7 @@ "desc": "You transform the components into 2d4 berries.\n\nFor the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "You create 1d4 additional berries for every 2 slot levels above 1st.", "target_type": "creature", "range": "Touch", @@ -5204,7 +5204,7 @@ "desc": "Grease erupts from a point that you can see within range and coats the ground in the area, turning it into difficult terrain until the spell ends.\n\nWhen the grease appears, each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -5235,7 +5235,7 @@ "desc": "The target is invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5266,7 +5266,7 @@ "desc": "Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:\n\n* a level of fatigue.\n* a level of strife.\n* a charm or petrification effect.\n* a curse or cursed item attunement.\n* any reduction to a single ability score.\n* an effect that has reduced the target's hit point maximum.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5297,7 @@ "desc": "A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. This guardian occupies that space and is indistinct except for a gleaming sword and sheild 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.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5330,7 +5330,7 @@ "desc": "You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.\n\nWhen cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.\n\n_Guards and wards_ creates the following effects within the area of the spell.\n\n* **_Corridors:_** Corridors are heavily obscured with fog. Additionally, creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.\n* **_Doors:_** Doors are magically locked as if by an _arcane lock_ spell. Additionally, you may conceal up to 10 doors with an illusion as per the illusory object component of the _minor illusion_ spell to make the doors appear as unadorned wall sections.\n* **_Stairs:_** Stairs are filled from top to bottom with webs as per the _web_ spell. Until the spell ends, the webbing strands regrow 10 minutes after they are damaged or destroyed.\n\nIn addition, one of the following spell effects can be placed within the spell's area.\n\n* _Dancing lights_ can be placed in 4 corridors and you can choose for them to repeat a simple sequence.\n* _Magic mouth_ spells can be placed in 2 locations.\n_Stinking clouds_ can be placed in 2 locations.\n\nThe clouds return after 10 minutes if dispersed while the spell remains.\n* A _gust of wind_ can be placed in a corridor or room.\n* Pick a 5-foot square. Any creature that passes through it subjected to a _suggestion_ spell, hearing the suggestion mentally.\n\nThe entirety of the warded area radiates as magic. Each effect must be targeted by separate dispel magic spells to be removed.\n\nThe spell can be made permanent by recasting the spell every day for a year.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -5361,7 +5361,7 @@ "desc": "The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5485,7 +5485,7 @@ "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.", "target_type": "area", "range": "300 feet", @@ -5516,7 +5516,7 @@ "desc": "You assail a target with an agonizing disease. The target takes 14d6 necrotic damage. If it fails its saving throw its hit point maximum is reduced by an amount equal to the damage taken for 1 hour or until the disease is magically cured. This spell cannot reduce a target to less than 1 hit point.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "Increase the damage by 2d6 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -5549,7 +5549,7 @@ "desc": "You harmonize with the rhythm of those around you until you're perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5580,7 +5580,7 @@ "desc": "Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, the target is tired and cannot move or take actions until after its next turn.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transformation", "higher_level": "Target one additional creature for each slot level above 3rd. All targets of this spell must be within 30 feet of each other.", "target_type": "object", "range": "30 feet", @@ -5673,7 +5673,7 @@ "desc": "You magically replace your heart with one forged on the second layer of Hell. While the spell lasts, you are immune to fear and can't be poisoned, and you are immune to fire and poison damage. You gain resistance to cold damage, as well as to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally, while you are conscious, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. On a success, the creature is immune to the effect for 24 hours.\n\nCasting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell, you can't be brought back to life until your original heart is retrieved.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "object", "range": "Self", @@ -5704,7 +5704,7 @@ "desc": "The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage, it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5737,7 +5737,7 @@ "desc": "The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from, and it is cured of any effect that frightens it.\n\nFor up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws, advantage on saving throws made against disease and poison, resistance against damage from poison and disease, and each increases its hit point maximum by 2d10.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5768,7 +5768,7 @@ "desc": "The target's spirit is bolstered. Until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "point", "range": "Touch", @@ -5799,7 +5799,7 @@ "desc": "The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand.\n\nUntil the spell ends, at the end of each of the target's turns and when it suffers damage, the target may attempt another saving throw (with advantage if triggered by damage). On a successful save, the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the original for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5830,7 +5830,7 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -5861,7 +5861,7 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5892,7 +5892,7 @@ "desc": "Holy radiance emanates from you and fills the area. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target, the aura erupts into blinding light, forcing the attacker to make a Constitution saving throw or be blinded until the spell ends.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -5923,7 +5923,7 @@ "desc": "You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing. Creatures in the area that can perceive the pattern make a Wisdom saving throw or become charmed. A creature charmed by this spell becomes incapacitated and its Speed is reduced to 0.\n\nThe effect ends on a creature when it takes damage or when another creature uses an action to shake it out of its daze.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5985,7 +5985,7 @@ "desc": "You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.\n\nAlternatively, you learn any spells that are currently affecting a targeted creature.\n\nWhat this spell can reveal is at the Narrator's discretion, and some powerful and rare magics are immune to identify.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6016,7 +6016,7 @@ "desc": "You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.\n\nIf the spell is dispelled, both the message and its illusory mask disappear.\n\nThe true message can be perceived by any creature with truesight.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6047,7 +6047,7 @@ "desc": "You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).\n\n* **Burial:** The target is buried deep below the surface of the earth in a tomb just large enough to contain it. Nothing can enter the tomb. No teleportation or planar travel can be used to enter, leave, or affect the tomb or its contents. A small mithral orb is required for this casting.\n* **Chaining:** Chains made of unbreakable material erupt from the ground and root the target in place. The target is restrained and cannot be moved by any means. A small adamantine chain is required for this casting.\n* **Hedged Prison:** The target is imprisoned in a maze-like demiplane of your choosing, such as a labyrinth, a cage, a tower, a hedge maze, or any similar structure you desire. The demiplane is warded against teleportation and planar travel. A small jade representation of the demiplane is required for this casting.\n* **Minimus Containment:** The target shrinks to just under an inch and is imprisoned inside a gemstone, crystal, jar, or similar object. Nothing but light can pass in and out of the vessel, and it cannot be broken, cut, or otherwise damaged. The special component for this effect is whatever prison you wish to use.\n* **Slumber:** The target is plunged into an unbreakable slumber and cannot be awoken. Special soporific draughts are required for this casting.\n\nThe target does not need sustenance or air, nor does it age. No divination spells of any sort can be used to reveal the target's location.\n\nWhen cast, you must specify a condition that will cause the spell to end and release the target. This condition must be based on some observable action or quality and not related to mechanics like level, hitpoints, or class, and the Narrator must agree to it.\n\nA dispel magic only dispels an _imprisonment_ if it is cast using a 9th-level spell slot and targets the prison or the special component used to create the prison.\n\nEach casting that uses the same spell effect requires its own special component. Repeated castings with the same component free the prior occupant.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6078,7 +6078,7 @@ "desc": "A cloud of burning embers, smoke, and roiling flame appears within range. The cloud heavily obscures its area, spreading around corners and through cracks. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.\n\nThe cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6109,7 +6109,7 @@ "desc": "You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point.\n\nAs part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.\n\nCasting remove curse, greater restoration, or heal on the target allows the target to make a Constitution saving throw against the disease. Otherwise the disease can only be cured by a wish spell.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -6140,7 +6140,7 @@ "desc": "A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.\n\nWhen you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you.\n\nOn a hit, you deal 5d8 damage of a type determined by the weapon's form. On a critical hit, you inflict an additional effect.\n\nIn addition, on a hit with the infernal weapon, you can end the spell early to inflict an automatic critical hit.\n\n**Flame Fork.** The weapon deals fire damage.\n\nOn a critical hit, the target catches fire, taking 2d6 ongoing fire damage.\n\n**Ice Spear.** The weapon deals cold damage. On a critical hit, for 1 minute the target is slowed.\n\nAt the end of each of its turns a slowed creature can make a Constitution saving throw, ending the effect on itself on a success.\n\nA creature reduced to 0 hit points by an infernal weapon immediately dies in a gruesome fashion.\n\nFor example, a creature killed by an ice spear might freeze solid, then shatter into a thousand pieces. Each creature of your choice within 60 feet of the creature and who can see it when it dies must make a Wisdom saving throw. On a failure, a creature becomes frightened of you until the end of your next turn.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6171,7 +6171,7 @@ "desc": "You impart fell energies that suck away the target's life force, making a melee spell attack that deals 3d10 necrotic damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6202,7 +6202,7 @@ "desc": "A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save, or half as much on a successful one.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "300 feet", @@ -6233,7 +6233,7 @@ "desc": "Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell.\n\nAny time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature's location.\n\nEach time you cast this spell, you must use a different precious stone.\n\nDispel magic or a similar effect targeting the stone ends the spell.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -6264,7 +6264,7 @@ "desc": "You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell with a 3rd-level spell slot, the extra damage increases from 1d4 to 1d6\\. When you cast this spell with a 5th-level spell slot, the extra damage increases to 1d8.\n\nWhen you cast this spell with a 7th-level spell slot, the extra damage increases to 1d10.", "target_type": "creature", "range": "Touch", @@ -6295,7 +6295,7 @@ "desc": "You wreathe a creature in an illusory veil, making it invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession. The spell's effects end for a target that attacks or casts a spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6326,7 +6326,7 @@ "desc": "You murmur a tune that takes root in the target's mind until the spell ends, forcing it to caper, dance, and shuffle. At the start of each of its turns, the dancing target must use all of its movement to dance in its space, and it has disadvantage on attack rolls and saving throws. Attacks made against the target have advantage. On each of its turns, the target can use an action to repeat the saving throw, ending the spell on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "Target one additional creature within 30 feet for each slot level above 6th.", "target_type": "creature", "range": "30 feet", @@ -6357,7 +6357,7 @@ "desc": "You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Each of the target's jump distances increase by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6388,7 +6388,7 @@ "desc": "Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.\n\nWhen you target an object held shut by an arcane lock, that spell is suppressed for 10 minutes, allowing the object to be opened and shut normally during that time.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition, if the level of your knock spell is 2 or more levels higher than that of the arcane lock, you may dispel the arcane lock instead of suppressing it.", "target_type": "object", "range": "Touch", @@ -6419,7 +6419,7 @@ "desc": "You learn significant information about the target. This could range from the most up-todate research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.\n\nThe knowledge you gain is always true, but may be obscured by metaphor, poetic language, or verse.\n\nIf you use the spell for a cursed tome, for instance, you may gain knowledge of the dire words spoken by its creator as they brought it into the world.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -6450,7 +6450,7 @@ "desc": "Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure, the creature can't take reactions and is frightened of you until the start of its next turn. Until the end of your turn, your Speed becomes 20 feet, you can't speak, and you can move through spaces as narrow as 1 inch wide without squeezing. You revert to your normal form at the end of your turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6481,7 +6481,7 @@ "desc": "Your glowing hand removes one disease or condition affecting the target. Choose from blinded, deafened, paralyzed, or poisoned. At the Narrator's discretion, some diseases might not be curable with this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6512,7 +6512,7 @@ "desc": "Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.\n\nOn subsequent turns, you can use your action to alter the target's altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.\n\nThe target floats gently to the ground if it is still in the air when the spell ends.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.", "target_type": "object", "range": "60 feet", @@ -6607,7 +6607,7 @@ "desc": "Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "5 miles", @@ -6638,7 +6638,7 @@ "desc": "Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate specific, known creatures, or the nearest creature of a specific type (like a bat, gnome, or red dragon) provided that you have observed that type within 30 feet at least once. If a specific creature you seek is in a different form (for example a wildshaped druid) the spell is unable to find it.\n\nThe spell cannot travel across running water 10 feet across or wider—it is unable to find the creature and the trail ends.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1000 feet", @@ -6669,7 +6669,7 @@ "desc": "Name or describe in detail an object familiar to you. The spell reveals the general direction the object is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).\n\nWhen there is any thickness of lead in the direct path between you and the object the spell is unable to find it.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -6700,7 +6700,7 @@ "desc": "Until the spell ends, the target's Speed increases by 10 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6731,7 +6731,7 @@ "desc": "Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.", "target_type": "creature", "range": "Touch", @@ -6762,7 +6762,7 @@ "desc": "A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.\n\nYou can use an action to control the hand and direct it to do any of the following:\n\n* manipulate an object.\n* open an unlocked container or door.\n* stow or retrieve items from unlocked containers.\n\nThe hand cannot attack, use magic items, or carry more than 10 pounds.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6793,7 +6793,7 @@ "desc": "Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.\n\nDesignated creatures have disadvantage when attacking creatures within the area and are unable to charm, frighten, or possess creatures within the area. When a designated creature attempts to teleport or use interplanar travel to enter the area, it makes a Charisma saving throw or its attempt fails.\n\nYou may also choose to reverse this spell, trapping a creature of your chosen type within the area in order to protect targets outside it.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The spell's duration increases by 1 hour for every slot level above 3rd.", "target_type": "area", "range": "30 feet", @@ -6824,7 +6824,7 @@ "desc": "Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you're aware of your surroundings as if you physically occupied the same space.\n\nThe only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.\n\nYou may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save, the creature resists and you may not attempt to possess it again for 24 hours.\n\nOnce you possess a creature, you have control of it. Replace your game statistics with the creature's, except your Charisma, Intelligence and Wisdom scores. Your own cultural traits and class features also remain, and you may not use the creature's cultural traits or class features (if it has any).\n\nDuring possession, you can use an action to return to the vessel if it is within range, returning the host creature to its body. If the host body dies while you are possessing it, the creature also dies and you must make a Charisma save. On a success you return to the container if it's within range. Otherwise, you die.\n\nIf the vessel is destroyed, the spell ends and your soul returns to your body if it's within range. If your body is out of range or dead when you try to return, you die.\n\nThe possessed creature perceives the world as if it occupied the same space as the vessel, but may not take any actions or movement. If the vessel is destroyed while occupied by a creature other than yourself, the creature returns to its body if the body is alive and within range. Otherwise, the creature dies.\n\nThe vessel is destroyed when the spell ends.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6886,7 +6886,7 @@ "desc": "The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.\n\nWhen your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.\n\nYou may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.\n\nThe trigger condition must be based upon audio or visual cues within 30 feet of the object, and may be highly detailed or as broad as you choose.\n\nFor example, the trigger could be when any attack action is made within range, or when the first spring shoot breaks ground within range.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6917,7 +6917,7 @@ "desc": "Until the spell ends, the target becomes +1 magic weapon.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).", "target_type": "object", "range": "Touch", @@ -6948,7 +6948,7 @@ "desc": "You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing, has a faint luster to it, and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.\n\nThe entrance leads to an opulent entrance hall, with many doors and halls coming from it. The atmosphere is welcoming, warm, and comfortable, and the whole place is sparkling clean.\n\nThe floor plan of the residence is up to you, but it must be made up of fifty or fewer 10-foot cubes.\n\nThe furniture and decor are chosen by you. The residence contains enough food to provide Supply for a number of people equal to 5 × your proficiency bonus. A staff of translucent, lustrous servants dwell within the residence. They may otherwise look how you wish. These servants obey your commands without question, and can perform the same nonhostile actions as a human servant—they might carry objects, prepare and serve food and drinks, clean, make simple repairs, and so on. Servants have access to the entire mansion but may not leave.\n\nAll objects and furnishings belonging to the mansion evaporate into shimmering smoke when they leave it. Any creature within the mansion when the spell ends is expelled into an unoccupied space near the entrance.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6979,7 +6979,7 @@ "desc": "Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.\n\nWhile within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).\n\nAny physical interaction immediately reveals the image is an illusion, as objects and creatures alike pass through it. An Investigation check against your spell save DC also reveals the image is an illusion.\n\nWhen a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When cast using a 6th-level spell slot the illusion lasts until dispelled without requiring concentration.", "target_type": "object", "range": "120 feet", @@ -7103,7 +7103,7 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The targets are magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the targets to perform an action that is obviously harmful to them ends the spell.\n\nA target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after a target has carried out the activity.\n\nYou may specify trigger conditions that cause a target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to a target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "When cast using a 7th-level spell slot, the duration of the spell increases to 10 days. When cast using an 8th-level spell slot, the duration increases to 30 days. When cast using a 9th-level spell slot, the duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7134,7 +7134,7 @@ "desc": "The target is banished to a complex maze on its own demiplane, and remains there for the duration or until the target succeeds in escaping.\n\nThe target can use an action to attempt to escape, making an Intelligence saving throw. On a successful save it escapes and the spell ends. A creature with Labyrinthine Recall (or a similar trait) automatically succeeds on its save.\n\nWhen the spell ends the target reappears in the space it occupied before the spell was cast, or the closest unoccupied space if that space is occupied.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7165,7 +7165,7 @@ "desc": "Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.\n\nWithin the stone, you can't see outside it and have disadvantage on Perception checks made to hear beyond it. You are aware of time passing, and may cast spells upon yourself. You may use your movement only to step out of the target where you entered it, ending the spell.\n\nIf the target is damaged such that its shape changes and you no longer fit within it, you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target, or its transmutation into another substance, expels you and you take 50 bludgeoning damage. When expelled you fall prone into the closest unoccupied space near your entrance point.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 5th-level spell slot, you may reach out of the target to make spell attacks or ranged weapon attacks without ending the spell. You make these attacks with disadvantage.", "target_type": "point", "range": "Touch", @@ -7196,7 +7196,7 @@ "desc": "You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.\n\nMagic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7227,7 +7227,7 @@ "desc": "You conjure extensions of your own mental fortitude to keep your foes at bay. For the spell's duration, you can use an action to attempt to grapple a creature within range by making a concentration check against its maneuver DC.\n\nOn its turn, a target grappled in this way can use an action to attempt to escape the grapple, using your spell save DC instead of your maneuver DC.\n\nSuccessful escape attempts do not break your concentration on the spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7258,7 +7258,7 @@ "desc": "You point and whisper your message at the target.\n\nIt alone hears the message and may reply in a whisper audible only to you.\n\nYou can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.\n\nThe spell moves freely around corners or through openings.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -7320,7 +7320,7 @@ "desc": "The target is immune to psychic damage, any effect that would read its emotions or thoughts, divination spells, and the charmed condition.\n\nThis immunity extends even to the wish spell, and magical effects or spells of similar power that would affect the target's mind or gain information about it.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7351,7 +7351,7 @@ "desc": "The target has resistance to psychic damage and advantage on saving throws made to resist being charmed or frightened.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7382,7 +7382,7 @@ "desc": "This spell creates a sound or image of an object.\n\nThe illusion disappears if dismissed or you cast the spell again.\n\nYou may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.\n\nVisual illusions may replicate any image and remain within the spell's area, but cannot create sound, light, smell, or other sensory effects.\n\nThe image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7413,7 +7413,7 @@ "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Sight", @@ -7444,7 +7444,7 @@ "desc": "A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real.\n\nYou can use an action to dismiss them.\n\nEach time you're targeted by a creature's attack, roll a d20 to see if it targets you or one of your copies.\n\nWith 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.\n\nA copy's AC is 10 + your Dexterity modifier, and when it is hit by an attack a copy is destroyed.\n\nIt may be destroyed only by an attack that hits it.\n\nAll other damage and effects have no impact.\n\nAttacking creatures that have truesight, cannot see, have blindsight, or rely on other nonvisual senses are unaffected by this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When using a 5th-level spell slot, the duration increases to concentration (1 hour).", "target_type": "creature", "range": "Self", @@ -7475,7 +7475,7 @@ "desc": "You become invisible. At the same time, an illusory copy of you appears where you're standing.\n\nThis invisibility ends when you cast a spell but the copy lasts until the spell ends.\n\nYou can use an action to move your copy up to twice your Speed, have it speak, make gestures, or behave however you'd like.\n\nYou may see and hear through your copy. Until the spell ends, you can use a bonus action to switch between your copy's senses and your own, or back again. While using your copy's senses you are blind and deaf to your body's surroundings.\n\nThe copy is revealed as an illusion with any physical interaction, as solid objects and creatures pass through it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "Self", @@ -7506,7 +7506,7 @@ "desc": "You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7537,7 +7537,7 @@ "desc": "The target has advantage on its saving throw if you are in combat with it. The target becomes charmed and incapacitated, though it can still hear you. Until the spell ends, any memories of an event that took place within the last 24 hours and lasted 10 minutes or less may be altered.\n\nYou may destroy the memory, have the target recall the event with perfect clarity, change the details, or create a new memory entirely with the same restrictions in time frame and length.\n\nYou must speak to the target in a language you both know to modify its memories and describe how the memory is changed. The target fills in the gaps in details based on your description.\n\nThe spell automatically ends if the target takes any damage or if it is targeted by another spell. If the spell ends before you have finished modifying its memories, the alteration fails. Otherwise, the alteration is complete when the spell ends and only greater restoration or remove curse can restore the memory.\n\nThe Narrator may deem a modified memory too illogical or nonsensical to affect a creature, in which case the modified memory is simply dismissed by the target. In addition, a modified memory doesn't specifically change the behavior of a creature, especially if the memory conflicts with the creature's personality, beliefs, or innate tendencies.\n\nThere may also be events that are practically unforgettable and after being modified can be remembered correctly when another creature succeeds on a Persuasion check to stir the target's memories. This check is made with disadvantage if the creature does not have indisputable proof on hand that is relevant to the altered memory.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When using a 6th-level spell slot, the event can be from as far as 7 days ago. When using a 7th-level spell slot, the event can be from as far as 30 days ago. When using an 8th-level spell slot, the event can be from as far as 1 year ago. When using a 9th-level spell slot, any event can be altered.", "target_type": "creature", "range": "30 feet", @@ -7599,7 +7599,7 @@ "desc": "You reshape the area, changing its elevation or creating and eliminating holes, walls, and pillars.\n\nThe only limitation is that the elevation change may not exceed half the area's horizontal dimensions.\n\nFor example, affecting a 40-by-40 area allows you to include 20 foot high pillars, holes 20 feet deep, and changes in terrain elevation of 20 feet or less.\n\nChanges that result in unstable terrain are subject to collapse.\n\nChanges take 10 minutes to complete, after which you can choose another area to affect. Due to the slow speed of transformation, it is nearly impossible for creatures to be hurt or captured by the spell.\n\nThis spell has no effect on stone, objects crafted from stone, or plants, though these objects will shift based on changes in the area.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7630,7 +7630,7 @@ "desc": "The target is hidden from divination magic and cannot be perceived by magical scrying sensors.\n\nWhen used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7661,7 +7661,7 @@ "desc": "You and allies within the area gain advantage and an expertise die on Dexterity (Stealth) checks as an aura of secrecy enshrouds you. Creatures in the area leave behind no evidence of their passage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -7692,7 +7692,7 @@ "desc": "Until the spell ends, you create a passage extending into the target surface. When creating the passage you define its dimensions, as long as they do not exceed 5 feet in width, 8 feet in height, or 20 feet in depth.\n\nThe appearance of the passage has no effect on the stability of the surrounding environment.\n\nAny creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7723,7 +7723,7 @@ "desc": "A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius, such as plant, wood, or fabric.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 10th level (3d4), and 15th level (4d4).", "target_type": "area", "range": "60 feet", @@ -7754,7 +7754,7 @@ "desc": "You create an illusion that invokes the target's deepest fears. Only the target can see this illusion.\n\nWhen the spell is cast and at the end of each of its turns, the target makes a Wisdom saving throw or takes 4d10 psychic damage and becomes frightened.\n\nThe spell ends early when the target succeeds on its saving throw. A target that succeeds on its initial saving throw takes half damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "The damage increases by 1d10 for each slot level above the 4th.", "target_type": "creature", "range": "120 feet", @@ -7787,7 +7787,7 @@ "desc": "You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers.\n\nThe talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7818,7 +7818,7 @@ "desc": "You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.\n\nYou or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).\n\nThe steed vanishes if it takes damage (disappearing instantly) or you use an action to dismiss it (fading away, giving the rider 1 minute to dismount).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7849,7 +7849,7 @@ "desc": "An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity's decision.\n\nThe creature that appears (a celestial, elemental, fey, or fiend), is under no compulsion to behave in any particular way other than how its nature and personality direct it. Any request made of the creature, simple or complex, requires an equal amount of payment which you must bargain with the creature to ascertain. The creature can request either items, sacrifices, or services in exchange for its assistance. A creature that you cannot communicate with cannot be bargained with.\n\nA task that can be completed in minutes is worth 100 gold per minute, a task that requires hours is worth 1, 000 gold per hour, and a task requiring days is worth 10, 000 gold per day (the creature can only accept tasks contained within a 10 day timeframe). A creature can often be persuaded to lower or raise prices depending on how a task aligns with its personality and the goals of its master —some require no payment at all if the task is deemed worthy. Additionally, a task that poses little or no risk only requires half the usual amount of payment, and an extremely dangerous task might call for double the usual payment. Still, only extreme circumstances will cause a creature summoned this way to accept tasks with a near certain result of death.\n\nA creature returns to its place of origin when a task is completed or if you fail to negotiate an agreeable task and payment. Should a creature join your party, it counts as a member of the group and receives a full portion of any experience gained.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7880,7 +7880,7 @@ "desc": "The target must remain within range for the entire casting of the spell (usually by means of a magic circle spell). Until the spell ends, you force the target to serve you. If the target was summoned through some other means, like a spell, the duration of the original spell is extended to match this spell's duration.\n\nOnce it is bound to you the target serves as best it can and follows your orders, but only to the letter of the instruction. A hostile or malevolent target actively seeks to take any advantage of errant phrasing to suit its nature. When a target completes a task you've assigned to it, if you are on the same plane of existence the target travels back to you to report it has done so. Otherwise, it returns to where it was bound and remains there until the spell ends.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 6th-level spell slot, its duration increases to 10 days. When using a 7th-level spell slot, its duration increases to 30 days. When using an 8th-level spell slot, its duration increases to 180 days. When using a 9th-level spell slot, its duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7911,7 +7911,7 @@ "desc": "Willing targets are transported to a plane of existence that you choose. If the destination is generally described, targets arrive near that destination in a location chosen by the Narrator. If you know the correct sequence of an existing teleportation circle (see teleportation circle), you can choose it as the destination (when the designated circle is too small for all targets to fit, any additional targets are shunted to the closest unoccupied spaces).\n\nAlternatively this spell can be used offensively to banish an unwilling target. You make a melee spell attack and on a hit the target makes a Charisma saving throw or is transported to a random location on a plane of existence that you choose. Once transported, you must spend 1 minute concentrating on this spell or the target returns to the last space it occupied (otherwise it must find its own way back).", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7942,7 +7942,7 @@ "desc": "You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.\n\nEnlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.\n\nRapid: All nonmagical plants in the area surge with the power of life. A creature that moves through the area must spend 4 feet of movement for every foot it moves. You can exclude one or more areas of any size from being affected.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7973,7 +7973,7 @@ "desc": "The target becomes poisonous to the touch. Until the spell ends, whenever a creature within 5 feet of the target damages the target with a melee weapon attack, the creature makes a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 ongoing poison damage.\n\nA poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe target of the spell also becomes bright and multicolored like a poisonous dart frog, giving it disadvantage on Dexterity (Stealth) checks.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The target's skin is also covered in mucus, giving it advantage on saving throws and checks made to resist being grappled or restrained. In addition, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -8006,7 +8006,7 @@ "desc": "The target's body is transformed into a beast with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen beast. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8037,7 +8037,7 @@ "desc": "With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8068,7 +8068,7 @@ "desc": "You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn, it makes a Constitution saving throw to end the effect. If the target has more than 150 hit points, it is instead rattled until the end of its next turn.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8130,7 +8130,7 @@ "desc": "You wield arcane energies to produce minor effects. Choose one of the following:\n\n* create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).\n* clean or soil an object of 1 cubic foot or less.\n* light or snuff a flame.\n* chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.\n* color or mark an object or surface for 1 hour.\n* create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.\n\nYou may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -8194,7 +8194,7 @@ "desc": "You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier's effects and may pass through it at will.\n\nThe barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.\n\nWhen a creature that can see the barrier moves within 20 feet of the area or starts its turn within 20 feet of the area, it makes a Constitution saving throw or it is blinded for 1 minute.\n\nThe wall has 7 layers, each layer of a different color in order from red to violet. Once a layer is destroyed, it is gone for the duration of the spell.\n\nTo pass or reach through the barrier a creature does so one layer at a time and must make a Dexterity saving throw for each layer or be subjected to that layer's effects. On a successful save, any damage taken from a layer is reduced by half.\n\nA rod of cancellation can destroy a prismatic wall, but an antimagic field has no effect.\n\nRed: The creature takes 10d6 fire damage.\n\nWhile active, nonmagical ranged attacks can't penetrate the barrier. The layer is destroyed by 25 cold damage.\n\nOrange: The creature takes 10d6 acid damage. While active, magical ranged attacks can't penetrate the barrier. The layer is destroyed by strong winds.\n\nYellow: The creature takes 10d6 lightning damage. This layer is destroyed by 60 force damage.\n\nGreen: The creature takes 10d6 poison damage. A passwall spell, or any spell of equal or greater level which can create a portal on a solid surface, destroys the layer.\n\nBlue: The creature takes 10d6 cold damage.\n\nThis layer is destroyed by 25 fire damage.\n\nIndigo: The creature is restrained and makes a Constitution saving throw at the end of each of its turns. Once it accumulates three failed saves it permanently turns to stone, or when it accumulates three successful saves the effect ends. This layer can be destroyed by bright light, such as that created by the daylight spell or a spell of equal or greater level.\n\nViolet: The creature is blinded. At the start of your next turn, the creature makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the creature is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane. This layer can be destroyed by dispel magic or a similar spell of equal or greater level capable of ending spells or magical effects.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8227,7 +8227,7 @@ "desc": "You increase the magical security in an area, choosing one or more of the following:\n\n* sound cannot pass the edge of the area.\n* light and vision cannot pass the edge of the area.\n* sensors created by divination spells can neither enter the area nor appear within it.\n* creatures within the area cannot be targeted by divination spells.\n* nothing can teleport into or out of the area.\n* planar travel is impossible within the area.\n\nCasting this spell on the same area every day for a year makes the duration permanent.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "Increase the size of the sanctum by up to 100 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -8258,7 +8258,7 @@ "desc": "You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nThe spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -8289,7 +8289,7 @@ "desc": "You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area.\n\nYou must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.\n\nOnce the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -8320,7 +8320,7 @@ "desc": "You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).\n\nYou can use an action to move this duplicate up to twice your Speed and make it speak and behave in whatever way you choose, mimicking your mannerism with perfect accuracy. You can use a bonus action to see through your duplicate's eyes and hear through its ears until the beginning of your next turn. During this time, you are blind and deaf to your body's surroundings.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8351,7 +8351,7 @@ "desc": "Until the spell ends, the target has resistance to one of the following damage types: acid, cold, fire, lightning, thunder.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "For each slot level above 2nd, the target gains resistance to one additional type of damage listed above, with a maximum number equal to your spellcasting ability modifier.", "target_type": "creature", "range": "Touch", @@ -8382,7 +8382,7 @@ "desc": "The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm, frighten, or possess the target.\n\nIf the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8413,7 +8413,7 @@ "desc": "The target has advantage on saving throws against being poisoned and resistance to poison damage.\n\nAdditionally, if the target is poisoned, you negate one poison affecting it. If more than one poison affects the target, you negate one poison you know is present (otherwise you negate one at random).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8444,7 +8444,7 @@ "desc": "You remove all poison and disease from a number of Supply equal to your proficiency bonus.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Remove all poison and disease from an additional Supply for each slot level above 1st.", "target_type": "point", "range": "30 feet", @@ -8475,7 +8475,7 @@ "desc": "You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell. Until the spell ends you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and on each of your turns you can use an action to make a melee spell attack against a target within 5 feet that deals 4d8 force damage on a successful hit.\n\nFor the duration, you cannot cast other spells or concentrate on other spells. The spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this spell early on your turn as a bonus action.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 5th- or 6th-level, the damage increases to 5d8.\n\nWhen using a spell slot of 7th- or 8th-level, the damage increases to 6d8\\. When using a spell slot of 9th-level, the damage increases to 7d8.", "target_type": "object", "range": "Self", @@ -8506,7 +8506,7 @@ "desc": "You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.\n\nThe spell cures any poisons and nonmagical diseases that affected the creature at the time of death. It does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the creature returns to life.\n\nThe spell does not regrow limbs or organs, and it automatically fails if the target is missing any body parts necessary for life (like its heart or head).\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target suffers 3 levels of fatigue and strife. At the conclusion of each long rest, the target removes one level of fatigue and strife until the target completely recovers.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8537,7 +8537,7 @@ "desc": "You transform the land around you into a blasted hellscape. When you cast the spell, all nonmagical vegetation in the area immediately dies. In addition, you can create any of the following effects within the area. Fiends are immune to these effects, as are any creatures you specify at the time you cast the spell. A successful dispel magic ends a single effect, not the entire area.\n\nBrimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.\n\nField of Fear. Dread pervades the entire area.\n\nA creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened, a creature must take the Dash action to escape the area by the safest available route on each of its turns. On a successful save, the creature becomes immune to this effect for 24 hours.\n\nSpawning Pits. The ground opens to create up to 6 pits filled with poisonous bile. Each pit fills a 10-foot cube that drops beneath the ground.\n\nWhen this spell is cast, any creature whose space is on a pit may make a Dexterity saving throw, moving to an unoccupied space next to the pit on a success. A creature that enters a pit or starts its turn there takes 15d6 poison damage, or half as much damage on a successful Constitution saving throw. A creature reduced to 0 hit points by this damage immediately dies and rises as a lemure at the start of its next turn. Lemures created this way obey your verbal commands, but they disappear when the spell ends or if they leave the area for any reason.\n\nUnhallowed Spires. Up to four spires of black ice rise from the ground in unoccupied 10-foot squares within the area. Each spire can be up to 66 feet tall and is immune to all damage and magical effects. Whenever a creature within 30 feet of a spire would regain hit points, it does not regain hit points and instead takes 3d6 necrotic damage.\n\nIf you maintain concentration on the spell for the full duration, the effects are permanent until dispelled.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8570,7 +8570,7 @@ "desc": "A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit, the target is weakened and only deals half damage with weapon attacks that use Strength.\n\nAt the end of each of the target's turns, it can make a Strength saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8632,7 +8632,7 @@ "desc": "You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).\n\nIf the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8663,7 +8663,7 @@ "desc": "You return the target to life, provided the target's soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features.\n\nThe target's heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8694,7 +8694,7 @@ "desc": "This spell ends a curse inflicted with a spell slot of 3rd-level or lower. If the curse was instead inflicted by a feature or trait, the spell ends a curse inflicted by a creature of Challenge Rating 6 or lower. If cast on a cursed object of Rare or lesser rarity, this spell breaks the owner's attunement to the item (although it does not end the curse on the object).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "For each slot level above 3rd, the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot, the spell breaks the owner's attunement to a Very Rare item.\n\nWhen using a 9th-level spell slot, the spell breaks the owner's attunement to a Legendary item.", "target_type": "creature", "range": "Touch", @@ -8756,7 +8756,7 @@ "desc": "The target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8787,7 +8787,7 @@ "desc": "Provided the target's soul is willing and able to return to its body, so long as it is not undead it returns to life with all of its hit points.\n\nThe spell cures any poisons and nonmagical diseases that affected the target at the time of death.\n\nIt does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the target returns to life. The spell closes all mortal wounds and restores any missing body parts.\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target takes a -4 penalty to attack rolls, saving throws, and ability checks.\n\nAt the conclusion of each long rest, the penalty is reduced by 1 until the target completely recovers.\n\nResurrecting a creature that has been dead for one year or longer is exhausting. Until you finish a long rest, you can't cast spells again and you have disadvantage on attack rolls, ability checks, and saving throws.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8818,7 +8818,7 @@ "desc": "Gravity reverses in the area. Any creatures or objects not anchored to the ground fall upward until they reach the top of the area. A creature may make a Dexterity saving throw to prevent the fall by grabbing hold of something. If a solid object (such as a ceiling) is encountered, the affected creatures and objects impact against it with the same force as a downward fall. When an object or creature reaches the top of the area, it remains suspended there until the spell ends.\n\nWhen the spell ends, all affected objects and creatures fall back down.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -8849,7 +8849,7 @@ "desc": "The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8880,7 +8880,7 @@ "desc": "One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end, a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside, the rope can be pulled into the extradimensional space.\n\nNo spells or attacks can cross into or out of the extradimensional space. Creatures inside the extradimensional space can see out of a 3-foot-by- 5-foot window centered on its entrance. Creatures outside the space can spot the entrance with a Perception check against your spell save DC. If they can reach it, creatures can pass in and out of the space.\n\nWhen the spell ends, anything inside the extradimensional space falls to the ground.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8942,7 +8942,7 @@ "desc": "You ward a creature against intentional harm.\n\nAny creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save, the attacking creature must choose a different creature to attack or it loses the attack or spell. This spell doesn't protect the target from area effects, such as an explosion.\n\nThis spell ends early when the target attacks or casts a spell that affects an enemy creature.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9006,7 +9006,7 @@ "desc": "You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target.\n\nOn a failed save, you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.\n\nIf you choose to target a location, the sensor appears at that location and is immobile.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9037,7 +9037,7 @@ "desc": "You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.\n\nCreatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Creatures are deafened for 1 additional round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -9070,7 +9070,7 @@ "desc": "You stash a chest and its contents on the Ethereal Plane. To do so, you must touch the chest and its Tiny replica. The chest can hold up to 12 cubic feet of nonliving matter. Food stored in the chest spoils after 1 day.\n\nWhile the chest is in the Ethereal Plane, you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.\n\nThis effect ends if you cast the spell again on a different chest, if the replica is destroyed, or if you use an action to end the spell. After 60 days without being recalled, there is a cumulative 5% chance per day that the spell effect will end. If for whatever reason the spell ends while the chest is still in the Ethereal Plane, the chest and all of its contents are lost.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9101,7 +9101,7 @@ "desc": "You can see invisible creatures and objects, and you can see into the Ethereal Plane. Ethereal creatures and objects appear translucent.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9132,7 +9132,7 @@ "desc": "Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point makes a Dexterity saving throw or takes 4d6 piercing damage. Depending on the material component used, a seed bomb also causes one of the following additional effects: Pinecone. Seed shrapnel explodes outward.\n\nA creature in the area of the exploding seed bomb makes a Constitution saving throw or it is blinded until the end of its next turn.\n\nSunflower. Seeds enlarge into a blanket of pointy needles. The area affected by the exploding seed bomb becomes difficult terrain for the next minute.\n\nTumbleweed. The weeds unravel to latch around creatures. A creature in the area of the exploding seed bomb makes a Dexterity saving throw or it becomes grappled until the end of its next turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -9165,7 +9165,7 @@ "desc": "Until the spell ends or you use an action to dispel it, you can change the appearance of the targets. The spell disguises their clothing, weapons, and items as well as changes to their physical appearance. An unwilling target can make a Charisma saving throw to avoid being affected by the spell.\n\nYou can alter the appearance of the target as you see fit, including but not limited to: its heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.\n\nYou cannot disguise the target as a creature of a different size category, and its limb structure remains the same; for example if it's bipedal, you can't use this spell to make it appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9227,7 +9227,7 @@ "desc": "You magically hide away a willing creature or object. The target becomes invisible, and it cannot be traced or detected by divination or scrying sensors. If the target is a living creature, it falls into a state of suspended animation and stops aging.\n\nThe spell ends when the target takes damage or a condition you set occurs. The condition can be anything you choose, like a set amount of time or a specific event, but it must occur within or be visible within 1 mile of the target.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9258,7 +9258,7 @@ "desc": "You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen. You change into the average version of that creature, and do not gain any class levels or the Spellcasting trait.\n\nUntil the spell ends or you are dropped to 0 hit points, your game statistics (including your hit points) are replaced by the statistics of the chosen creature, though you keep your Charisma, Intelligence, and Wisdom scores. You also keep your skill and saving throw proficiencies as well as gaining the creature's. However, if you share a proficiency with the creature, and the creature's bonus is higher than yours, you use the creature's bonus. You keep all of your features, skills, and traits gained from your class, heritage, culture, background, or other sources, and can use them as long as the creature is physically capable of doing so. You do not keep any special senses, such as darkvision, unless the creature also has them. You can only speak if the creature is typically capable of speech. You cannot use legendary actions or lair actions. Your gear melds into the new form. Equipment that merges with your form has no effect until you leave the form.\n\nWhen you revert to your normal form, you return to the number of hit points you had before you transformed. If the spell's effect on you ends early from dropping to 0 hit points, any excess damage carries over to your normal form and knocks you unconscious if the damage reduces you to 0 hit points.\n\nUntil the spell ends, you can use an action to change into another form of your choice. The new form follows all the rules as the previous form, with one exception: if the new form has more hit points than your previous form, your hit points remain at their previous value.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9353,7 +9353,7 @@ "desc": "You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9384,7 +9384,7 @@ "desc": "Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "The bonus to AC increases by +1 for every three slot levels above 1st.", "target_type": "creature", "range": "60 feet", @@ -9415,7 +9415,7 @@ "desc": "You imbue the target with nature's magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn't already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attack and damage rolls made using it. The spell ends if you cast it again or let go of the target.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9477,7 +9477,7 @@ "desc": "Until the spell ends, a bubble of silence envelops the area, and no sound can travel in or out of it.\n\nWhile in the area a creature is deafened and immune to thunder damage. Casting a spell that requires a vocalized component is impossible while within the area.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9508,7 +9508,7 @@ "desc": "You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.\n\nAs an action, you can move the image to any point within range. The image's movement can be natural and lifelike (for example, a ball will roll and a bird will fly).\n\nA creature can spend an action to make an Investigation check against your spell save DC to determine if the image is an illusion. On a success, it is able to see through the image.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9539,7 +9539,7 @@ "desc": "You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original, though it is formed without any gear, and has only half of the target's hit point maximum. The duplicate is a creature, can take actions, and be affected like any other creature. If the target is able to cast spells, the duplicate cannot cast spells of 7th-level or higher.\n\nThe duplicate is friendly to you and creatures you designate. It follows your spoken commands, and moves and acts on your turn in combat. It is a static creature and it does not learn, age, or grow, so it never increases in levels and cannot regain any spent spell slots.\n\nWhen the simulacrum is damaged you can repair it in an alchemy lab using components worth 100 gold per hit point it regains. The simulacrum remains until it is reduced to 0 hit points, at which point it crumbles into snow and melts away immediately.\n\nIf you cast this spell again, any existing simulacrum you have created with this spell is instantly destroyed.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9570,7 +9570,7 @@ "desc": "You send your enemies into a magical slumber.\n\nStarting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them.\n\nAs each target falls asleep, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any effect.\n\nIf the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.\n\nConstructs and undead are not affected by this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -9601,7 +9601,7 @@ "desc": "You conjure a storm of freezing rain and sleet in the area. The ground in the area is covered with slick ice that makes it difficult terrain, exposed flames in the area are doused, and the area is heavily obscured.\n\nWhen a creature enters the area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw or falls prone.\n\nWhen a creature concentrating on a spell starts its turn in the area or first enters into the area on a turn, it makes a Constitution saving throw or loses concentration.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9632,7 +9632,7 @@ "desc": "You alter the flow of time around your targets and they become slowed. On a successful saving throw, a target is rattled until the end of its next turn.\n\nIn addition, if a slowed target casts a spell with a casting time of 1 action, roll a d20\\. On an 11 or higher, the target doesn't finish casting the spell until its next turn. The target must use its action on that turn to complete the spell or the spell fails.\n\nAt the end of each of its turns, a slowed target repeats the saving throw to end the spell's effect on it.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9663,7 +9663,7 @@ "desc": "The target's hands harden with inner power, turning dexterous fingers into magical iron cudgels.\n\nUntil the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.\n\nWhen making unarmed strikes, the target can use its spellcasting ability or Dexterity (its choice) instead of Strength for the attack and damage rolls of unarmed strikes. In addition, the target's unarmed strikes deal 1d8 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9694,7 +9694,7 @@ "desc": "A jolt of healing energy flows through the target and it becomes stable.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9725,7 +9725,7 @@ "desc": "You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator's discretion, you might be able to persuade a beast to perform a small favor for you.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9756,7 +9756,7 @@ "desc": "You call forth the target's memories, animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.\n\nThis spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9787,7 +9787,7 @@ "desc": "Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.\n\nThe targets have a limited mobility: they can move their branches, tendrils, and stalks freely. This allows them to turn ordinary terrain into difficult terrain, or make difficult terrain caused by vegetation into ordinary terrain for the duration as vines and branches move at your request. This spell can also release a creature restrained by an entangle spell.\n\nAt the Narrator's discretion the targets may be able to perform other tasks, though each must remain rooted in place. If a plant creature is in the area, you can communicate with it but it is not compelled to follow your requests.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9818,7 +9818,7 @@ "desc": "The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "You can affect one additional target for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -9849,7 +9849,7 @@ "desc": "You cause sharp spikes and thorns to sprout in the area, making it difficult terrain. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nYour magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9882,7 +9882,7 @@ "desc": "You call down spirits of divine fury, filling the area with flitting spectral forms. You choose the form taken by the spirits.\n\nCreatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 3d6 radiant or necrotic damage (your choice).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "area", "range": "Self", @@ -9978,7 +9978,7 @@ "desc": "You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.\n\nThe area is heavily obscured. A creature in the area at the start of its turn makes a Constitution saving throw or uses its action to retch and reel.\n\nCreatures that don't need to breathe or are immune to poison automatically succeed on the save.\n\nA moderate wind (10 miles per hour) disperses the cloud after 4 rounds, a strong wind (20 miles per hour) after 1 round.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's area increases by 5 feet for every 2 slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -10009,7 +10009,7 @@ "desc": "You reshape the target into any form you choose.\n\nFor example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn't more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "You may select one additional target for every slot level above 4th.", "target_type": "object", "range": "Touch", @@ -10040,7 +10040,7 @@ "desc": "Until the spell ends, the target's flesh becomes as hard as stone and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 7th-level spell slot, the target gains resistance to magical bludgeoning, piercing, and slashing damage.", "target_type": "creature", "range": "Touch", @@ -10071,7 +10071,7 @@ "desc": "You must be able to move in order to cast this spell.\n\nYou leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt. As part of casting this spell, make a ranged spell attack against a creature you can see within range. If you hit, you instantly flash to an open space of your choosing adjacent to the target, dealing bludgeoning damage equal to 1d6 + your spellcasting modifier plus 3d8 thunder damage and 6d8 lightning damage. If your unarmed strike normally uses a larger die, use that instead of a d6\\. If you miss, you may still choose to teleport next to the target.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 6th-level spell slot or higher, if you are able to make more than one attack when you take the Attack action, you may make an additional melee weapon attack against the target. When using a 7th-level spell slot, you may choose an additional target within 30 feet of the target for each spell slot level above 6th, forcing each additional target to make a Dexterity saving throw or take 6d8 lightning damage.", "target_type": "creature", "range": "120 feet", @@ -10102,7 +10102,7 @@ "desc": "You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "Sight", @@ -10135,7 +10135,7 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The target is magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the spell.\n\nThe target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after the target has carried out the activity.\n\nYou may specify trigger conditions that cause the target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to the target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When using a 4th-level spell slot, the duration is concentration, up to 24 hours. When using a 5th-level spell slot, the duration is 7 days. When using a 7th-level spell slot, the duration is 1 year. When using a 9th-level spell slot, the suggestion lasts until it is dispelled.\n\nAny use of a 5th-level or higher spell slot grants a duration that doesn't require concentration.", "target_type": "creature", "range": "30 feet", @@ -10232,7 +10232,7 @@ "desc": "You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen triggered, the glyph sheds dim light in a 60-foot radius for 10 minutes, after which the spell ends. Each creature within the sphere's area is targeted by the glyph, as are creatures that enter the sphere for the first time on a turn.\n\nWhen you cast the spell, choose one of the following effects.\n\nDeath: Creatures in the area make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save.\n\nDiscord: Creatures in the area make a Constitution saving throw or bicker and argue with other creatures for 1 minute. While bickering, a creature cannot meaningfully communicate and it has disadvantage on attack rolls and ability checks.\n\nConfused: Creatures in the area make an Intelligence saving throw or become confused for 1 minute.\n\nFear: Creatures in the area make a Wisdom saving throw or are frightened for 1 minute.\n\nWhile frightened, a creature drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns.\n\nHopelessness: Creatures in the area make a Charisma saving throw or become overwhelmed with despair for 1 minute. While despairing, a creature can't attack or target any creature with harmful features, spells, traits, or other magical effects.\n\nPain: Creatures in the area make a Constitution saving throw or become incapacitated for 1 minute.\n\nSleep: Creatures in the area make a Wisdom saving throw or fall unconscious for 10 minutes.\n\nA sleeping creature awakens if it takes damage or an action is used to wake it.\n\nStunning: Creatures in the area make a Wisdom saving throw or become stunned for 1 minute.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10263,7 +10263,7 @@ "desc": "You quietly play a tragedy, a song that fills those around you with magical sorrow. Each creature in the area makes a Charisma saving throw at the start of its turn. On a failed save, a creature takes 2d4 psychic damage, it spends its action that turn crying, and it can't take reactions until the start of its next turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw.\n\nIf a creature other than you hears the entire song (remaining within the spell's area from the casting through the duration) it is so wracked with sadness that it is stunned for 1d4 rounds.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The damage increases by 2d4 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -10296,7 +10296,7 @@ "desc": "You move the target with the power of your mind.\n\nUntil the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:\n\n**Creature.** The target makes a Strength check against your spell save DC or it is moved up to 30 feet in any direction and restrained (even in mid-air) until the end of your next turn. You cannot move a target beyond the range of the spell.\n\n**Object.** You move the target 30 feet in any direction. If the object is worn or carried by a creature, that creature can make a Strength check against your spell save DC. If the target fails, 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 the spell.\n\nYou can use telekinesis to finely manipulate objects as though you were using them yourself—you can open doors and unscrew lids, dip a quill in ink and make it write, and so on.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When using an 8th-level spell slot, this spell does not require your concentration.", "target_type": "creature", "range": "60 feet", @@ -10358,7 +10358,7 @@ "desc": "You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Special", @@ -10391,7 +10391,7 @@ "desc": "You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.\n\nPermanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.\n\nWhen you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.\n\nCasting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10422,7 +10422,7 @@ "desc": "You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:\n\n* Your voice booms up to three times louder than normal\n* You cause flames to flicker, brighten, dim, or change color\n* You send harmless tremors throughout the ground.\n* You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon's roar at a point of your choosing within range.\n* You instantaneously cause an unlocked door or window to fly open or slam shut.\n* You alter the appearance of your eyes.\n\nLingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10484,7 +10484,7 @@ "desc": "You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThe spell ends if you move more than 1, 000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10546,7 +10546,7 @@ "desc": "The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10577,7 +10577,7 @@ "desc": "You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10608,7 +10608,7 @@ "desc": "Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target.\n\nIf a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10639,7 +10639,7 @@ "desc": "Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree. If you have no movement left, you appear within 5 feet of the tree you entered.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "Target one additional creature within reach for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -10670,7 +10670,7 @@ "desc": "The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.\n\nCreature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nThe target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.\n\nObject into Creature: The target is transformed into any kind of creature, as long as the creature's size isn't larger than the object's size and it has a Challenge Rating of 9 or less. The creature is friendly to you and your allies and acts on each of your turns. You decide what action it takes and how it moves. The Narrator has the creature's statistics and resolves all of its actions and movement.\n\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\nCreature into Object: You turn the target and whatever it is wearing and carrying into an object. The target's game statistics are replaced by the statistics of the chosen object. The target has no memory of time spent in this form, and when the spell ends it returns to its normal form.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10701,7 +10701,7 @@ "desc": "Provided the target's soul is willing and able to return to its body, it returns to life with all of its hit points.\n\nThe spell cures any poisons and diseases that affected the target at the time of death, closes all mortal wounds, and restores any missing body parts.\n\nIf no body (or body parts) exist, you can still cast the spell but must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. This option requires diamonds worth at least 50, 000 gold (consumed by the spell).", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10732,7 +10732,7 @@ "desc": "Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10763,7 +10763,7 @@ "desc": "You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10794,7 +10794,7 @@ "desc": "A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.\n\nEach creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground at different areas you choose within range. Each creature in an area makes a Dexterity saving throw, taking 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in more than one area is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -10825,7 +10825,7 @@ "desc": "You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength of 2, and it can't attack.\n\nYou can use a bonus action to mentally command it to move up to 15 feet and interact with an object.\n\nThe servant can do anything a humanoid servant can do —fetching things, cleaning, mending, folding clothes, lighting fires, serving food, pouring wine, and so on. Once given a command the servant performs the task to the best of its ability until the task is completed, then waits for its next command.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "You create an additional servant for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -10856,7 +10856,7 @@ "desc": "Shadows roil about your hand and heal you by siphoning away the life force from others. On the round you cast it, and as an action on subsequent turns until the spell ends, you can make a melee spell attack against a creature within your reach.\n\nOn a hit, you deal 3d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -10918,7 +10918,7 @@ "desc": "You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -11108,7 +11108,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can 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 makes a Dexterity saving throw, taking 7d8 piercing damage on a failed save, 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. The first time a creature enters the wall on a turn or ends its turn there, it makes a Dexterity saving throw, taking 7d8 slashing damage on a failed save, or half as much damage on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "Damage dealt by the wall increases by 1d8 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -11139,7 +11139,7 @@ "desc": "Until the spell ends, the target is warded by a mystic connection between it and you. While the target is within 60 feet it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Each time it takes damage, you take an equal amount of damage.\n\nThe spell ends if you are reduced to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use an action to dismiss it, or if the spell is cast again on either you or the target.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The duration increases by 1 hour for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -11170,7 +11170,7 @@ "desc": "Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes. Until the spell ends, creatures cannot gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. In addition, none of your movement provokes opportunity attacks, and you ignore nonmagical difficult terrain. Finally, you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "For each slot level above 5th, you can also apply this spell's benefits to an additional creature you can see within 30 feet.", "target_type": "creature", "range": "Self", @@ -11201,7 +11201,7 @@ "desc": "Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11232,7 +11232,7 @@ "desc": "Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it was solid ground.\n\nCreatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.\n\nA target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -11263,7 +11263,7 @@ "desc": "Thick, sticky webs fill the area, lightly obscuring it and making it difficult terrain.\n\nYou must anchor the webs between two solid masses (such as walls or trees) or layer them across a flat surface. If you don't the conjured webs collapse and at the start of your next turn the spell ends.\n\nWebs layered over a flat surface are 5 feet deep.\n\nEach creature that starts its turn in the webs or that enters them during its turn makes a Dexterity saving throw or it is restrained as long as it remains in the webs (or until the creature breaks free).\n\nA creature restrained by the webs can escape by using its action to make a Strength check against your spell save DC.\n\nAny 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.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When using a 4th-level spell slot, you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot, you summon up to two spiders.\n\nWhen using a 7th-level spell slot, you summon up to three spiders. The spiders are friendly to you and your companions. Roll initiative for the spiders as a group, which have their own turns. The spiders obey your verbal commands, but they disappear when the spell ends or when they leave the web's area.", "target_type": "area", "range": "60 feet", @@ -11294,7 +11294,7 @@ "desc": "You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature's turns, it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -11327,7 +11327,7 @@ "desc": "You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.\n\nAs part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The extra thunder damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -11389,7 +11389,7 @@ "desc": "The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -11451,7 +11451,7 @@ "desc": "This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). 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.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). 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% chance that you are unable to cast wish ever again.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Self", @@ -11482,7 +11482,7 @@ "desc": "The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -11513,7 +11513,7 @@ "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "150 miles", @@ -11544,7 +11544,7 @@ "desc": "As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11575,7 +11575,7 @@ "desc": "You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/en-publishing/a5esrd/SpellSchool.json b/data/v2/en-publishing/a5esrd/SpellSchool.json new file mode 100644 index 00000000..4d04ad6f --- /dev/null +++ b/data/v2/en-publishing/a5esrd/SpellSchool.json @@ -0,0 +1,11 @@ +[ +{ + "model": "api_v2.spellschool", + "pk": "transformation", + "fields": { + "name": "Transformation", + "desc": "No description provided by A5e.", + "document": "a5esrd" + } +} +] diff --git a/data/v2/kobold-press/deep-magic/Spell.json b/data/v2/kobold-press/deep-magic/Spell.json index 5e0f25f4..574b8a48 100644 --- a/data/v2/kobold-press/deep-magic/Spell.json +++ b/data/v2/kobold-press/deep-magic/Spell.json @@ -7,7 +7,7 @@ "desc": "You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -40,7 +40,7 @@ "desc": "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -71,7 +71,7 @@ "desc": "You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.\n\nAny creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -104,7 +104,7 @@ "desc": "You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "150 feet", @@ -137,7 +137,7 @@ "desc": "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -168,7 +168,7 @@ "desc": "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.\n\n**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -230,7 +230,7 @@ "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -261,7 +261,7 @@ "desc": "A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.", "target_type": "creature", "range": "60 feet", @@ -294,7 +294,7 @@ "desc": "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -325,7 +325,7 @@ "desc": "You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -356,7 +356,7 @@ "desc": "You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -387,7 +387,7 @@ "desc": "You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.", "target_type": "creature", "range": "Touch", @@ -418,7 +418,7 @@ "desc": "This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -449,7 +449,7 @@ "desc": "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -480,7 +480,7 @@ "desc": "Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -542,7 +542,7 @@ "desc": "You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.\n\nUntil the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. 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’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -573,7 +573,7 @@ "desc": "You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.\n\nAlso, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -604,7 +604,7 @@ "desc": "You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.", "target_type": "creature", "range": "Touch", @@ -635,7 +635,7 @@ "desc": "**Animate greater undead** creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.\n\nThe creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.", "target_type": "creature", "range": "15 feet", @@ -666,7 +666,7 @@ "desc": "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).", "target_type": "creature", "range": "Touch", @@ -697,7 +697,7 @@ "desc": "Your foresight gives you an instant to ready your defenses against a magical attack. When you cast **anticipate arcana**, you have advantage on saving throws against spells and other magical effects until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -728,7 +728,7 @@ "desc": "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +759,7 @@ "desc": "With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting **anticipate weakness**, you have advantage on attack rolls until the end of your turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -790,7 +790,7 @@ "desc": "The recipient of this spell gains the benefits of both [true seeing]({{ base_url }}/spells/true-seeing) and [detect magic]({{ base_url }}/spells/detect-magic) until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell’s duration.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -821,7 +821,7 @@ "desc": "When cast on a dead or undead body, **as you were** returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.\n\nIf as you were is cast on a corpse, its effect is identical to that of [gentle repose]({{ base_url }}/spells/gentle-repose), except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.\n\nIf the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.\n\nThis spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.\n\nThe effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.\n\nIf this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +852,7 @@ "desc": "You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Touch", @@ -883,7 +883,7 @@ "desc": "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.\n\nYou assume the hit points and Hit Dice of the 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.\n\nYou retain the benefits 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 speak only if the dragon 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 normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -914,7 +914,7 @@ "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -945,7 +945,7 @@ "desc": "When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -976,7 +976,7 @@ "desc": "Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1007,7 +1007,7 @@ "desc": "You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1038,7 +1038,7 @@ "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Unlimited", @@ -1069,7 +1069,7 @@ "desc": "After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|-|-|-|-|-|-|-|-|-|-|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1100,7 +1100,7 @@ "desc": "You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1131,7 +1131,7 @@ "desc": "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1162,7 +1162,7 @@ "desc": "This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.\n\n***Nightwing Breath (Recharge 4–6).*** You exhale shadow‐substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1195,7 +1195,7 @@ "desc": "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.\n\nThe charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. ", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.", "target_type": "creature", "range": "30 feet", @@ -1226,7 +1226,7 @@ "desc": "You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1257,7 +1257,7 @@ "desc": "You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.\n\nThis spell has no effect on undead or constructs.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -1288,7 +1288,7 @@ "desc": "You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the [bestow curse]({{ base_url }}/spells/bestow-curse) spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.\n\nThe curse effect of binding oath can’t be dismissed by [dispel magic]({{ base_url }}/spells/dispel-magic), but it can be removed with [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good)[remove curse]({{ base_url }}/remove-curse), or [wish]({{ base_url }}/spells/wish). Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast **binding oath**. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1352,7 +1352,7 @@ "desc": "The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.\n\nThe creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1385,7 +1385,7 @@ "desc": "You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1416,7 +1416,7 @@ "desc": "You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1447,7 +1447,7 @@ "desc": "You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "40 feet", @@ -1478,7 +1478,7 @@ "desc": "You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.\n\nThe orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1540,7 +1540,7 @@ "desc": "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.", "target_type": "point", "range": "300 feet", @@ -1573,7 +1573,7 @@ "desc": "You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.\n\nThe weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1637,7 +1637,7 @@ "desc": "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot‐square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.\n\nOn your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1670,7 +1670,7 @@ "desc": "You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nEach creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.\n\nCreatures that can’t be charmed are immune to this spell.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -1701,7 +1701,7 @@ "desc": "Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).\n\nAny creature can 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. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1732,7 +1732,7 @@ "desc": "You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from **bless the dead** can’t become undead. The spell has no effect on living creatures or the undead.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1794,7 +1794,7 @@ "desc": "A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -1827,7 +1827,7 @@ "desc": "When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.\n\nWhile the construct 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 the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using 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.", "target_type": "creature", "range": "Touch", @@ -1858,7 +1858,7 @@ "desc": "When you strike a foe with a melee weapon attack, you can immediately cast **blood armor** as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.\n\nIf the creature you struck was a celestial, **blood armor** also grants you advantage on Charisma saving throws for the duration of the spell.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1889,7 +1889,7 @@ "desc": "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.\n\nOnce an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1920,7 +1920,7 @@ "desc": "You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1951,7 +1951,7 @@ "desc": "With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. 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’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -1982,7 +1982,7 @@ "desc": "Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.", "target_type": "creature", "range": "30 feet", @@ -2013,7 +2013,7 @@ "desc": "By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.\n\nIf your quarry moves magically (such as by way of a [dimension door]({{ base_url }}/spells/dimension-door) or a [teleport]({{ base_url }}/spells/teleport) spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using [pass without trace]({{ base_url }}/spells/pass-without-trace), but it fails to locate a creature protected by [nondetection]({{ base_url }}/spells/nondetection) or by other effects that prevent [scrying]({{ base_url }}/spells/scrying) spells or cause [divination]({{ base_url }}/spells/divination) spells to fail. If your quarry moves to another plane, its trail ends without trace, but **blood spoor** picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2044,7 +2044,7 @@ "desc": "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. **Blood tide** has no effect on undead or constructs.\n\nA bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.\n\nA [cure wounds]({{ base_url }}/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.", "target_type": "creature", "range": "25 feet", @@ -2075,7 +2075,7 @@ "desc": "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.\n\nCreatures without blood, such as constructs and plants, are not affected by this spell. If **blood to acid** is cast on a creature composed mainly of blood, such as a [blood elemental]({{ base_url }}/monsters/blood-elemental) or a [blood zombie]({{ base_url }}/monsters/blood-zombie), the creature is slain by the spell if its saving throw fails.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2108,7 +2108,7 @@ "desc": "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.", "target_type": "creature", "range": "Touch", @@ -2139,7 +2139,7 @@ "desc": "You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "40 feet", @@ -2172,7 +2172,7 @@ "desc": "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.\n\nCasting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2203,7 +2203,7 @@ "desc": "The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2236,7 +2236,7 @@ "desc": "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nChoose one of the following effects, which appears and grows immediately:\n* A field planted with vegetables of your choice, ready for harvest.\n* A thick forest of stout trees and ample undergrowth.\n* A grassland with wildflowers and fodder for grazing.\n* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.\nLiving creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. **Bloom** counters the effects of a [desolation]({{ base_url }}/spells/desolation) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "1 mile", @@ -2267,7 +2267,7 @@ "desc": "You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -2300,7 +2300,7 @@ "desc": "You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "60 feet", @@ -2333,7 +2333,7 @@ "desc": "You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.\n\nChoose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.", "target_type": "area", "range": "60 feet", @@ -2395,7 +2395,7 @@ "desc": "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.\n\nCreatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.\n\nCreatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.\n\nThe ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -2428,7 +2428,7 @@ "desc": "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting **bottled arcana** and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.\n\nAs an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). [Dispel magic]({{ base_url }}/spells/dispel-magic) cast on the container targets **bottled arcana**, not the spell inside. If **bottled arcana** is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.\n\nUntil the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -2459,7 +2459,7 @@ "desc": "When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.\n\nThe spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.\n\nAt any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.\n\nWhen you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2521,7 +2521,7 @@ "desc": "When you cast **breeze compass**, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Self", @@ -2552,7 +2552,7 @@ "desc": "You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2583,7 +2583,7 @@ "desc": "This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2614,7 +2614,7 @@ "desc": "When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.", "target_type": "creature", "range": "10 feet", @@ -2645,7 +2645,7 @@ "desc": "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -2676,7 +2676,7 @@ "desc": "Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow.\n\nThe glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -2707,7 +2707,7 @@ "desc": "You conjure a [shadow mastiff]({{ base_url }}/monsters/shadow-mastiff) from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.\n\nThe mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.\n\nThe mastiff disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2738,7 +2738,7 @@ "desc": "While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -2769,7 +2769,7 @@ "desc": "**Candle’s insight** is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.\n\n**Candle’s insight** is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -2800,7 +2800,7 @@ "desc": "At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.\n\nThe spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2831,7 +2831,7 @@ "desc": "You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.", "target_type": "object", "range": "400 feet", @@ -2864,7 +2864,7 @@ "desc": "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\n\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -2897,7 +2897,7 @@ "desc": "Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.", "target_type": "creature", "range": "Self", @@ -2930,7 +2930,7 @@ "desc": "A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2996,7 +2996,7 @@ "desc": "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.\n\nThe effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.\n\n***Ritual Focus.*** If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.", "target_type": "area", "range": "90 feet", @@ -3027,7 +3027,7 @@ "desc": "Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3060,7 +3060,7 @@ "desc": "You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.\n\nAs an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -3093,7 +3093,7 @@ "desc": "A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -3124,7 +3124,7 @@ "desc": "You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by **chaotic form**.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -3155,7 +3155,7 @@ "desc": "Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.\n\nFor example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts **chaotic vitality** on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.\n ## Hit Point Flux \n| SIZE | HP |\n|-|-|\n| 01–09 | 0 |\n| 10–39 | 1 |\n| 40–69 | 25 percent of total |\n| 70–84 | 50 percent of total |\n| 85–94 | 75 percent of total |\n| 95–99 | 100 percent of total |\n| 100 | 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level |\n\n", "target_type": "creature", "range": "Touch", @@ -3186,7 +3186,7 @@ "desc": "You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3217,7 +3217,7 @@ "desc": "You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.\n\nWhen the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.\n\nYou can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3250,7 +3250,7 @@ "desc": "You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -3281,7 +3281,7 @@ "desc": "Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3409,7 +3409,7 @@ "desc": "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by **clearing the field**.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a [enlarge/reduce]({{ base_url }}/spells/enlargereduce) spell.", "target_type": "area", "range": "40 feet", @@ -3440,7 +3440,7 @@ "desc": "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3504,7 +3504,7 @@ "desc": "Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -3537,7 +3537,7 @@ "desc": "The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.\n\nIf the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.\n\nWhen the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "target_type": "creature", "range": "Touch", @@ -3568,7 +3568,7 @@ "desc": "Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.\n\nA fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.\n\n**Compelled movement** doesn’t affect a creature that can’t be charmed or that is incorporeal.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "60 feet", @@ -3599,7 +3599,7 @@ "desc": "You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n* You have advantage on attack rolls against the target.\n* For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n* As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -3630,7 +3630,7 @@ "desc": "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.", "target_type": "object", "range": "Touch", @@ -3661,7 +3661,7 @@ "desc": "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.\n\nAffected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3692,7 +3692,7 @@ "desc": "You summon a fey hound to fight by your side. A [hound of the night]({{ base_url }}/monsters/hound-of-the-night) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, 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 hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.", "target_type": "point", "range": "60 feet", @@ -3723,7 +3723,7 @@ "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [forest defender]({{ base_url }}/monsters/forest-defender). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.", "target_type": "creature", "range": "30 feet", @@ -3754,7 +3754,7 @@ "desc": "You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:\n* One [wraith]({{ base_url }}/monsters/wraith)\n* One [spectral guardian]({{ base_url }}/monsters/spectral-guardian)\n* One [wolf spirit swarm]({{ base_url }}/monsters/wolf-spirit-swarm)\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon a [deathwisp]({{ base_url }}/monsters/deathwisp) or two [ghosts]({{ base_url }}/monsters/ghost) instead.", "target_type": "creature", "range": "60 feet", @@ -3785,7 +3785,7 @@ "desc": "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:\n* One creature of challenge rating 2 or lower\n* Two creatures of challenge rating 1 or lower\n* Four creatures of challenge rating 1/2 or lower\n* Eight creatures of challenge rating 1/4 or lower\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.\n\nIf your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 7th‑or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.", "target_type": "creature", "range": "90 feet", @@ -3816,7 +3816,7 @@ "desc": "You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.\n\nEach swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey 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.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3847,7 +3847,7 @@ "desc": "You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a [stone giant’s]({{ base_url }}/monsters/stone-giant), with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.\n\nThe shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.\n\nThe shadow titan disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3878,7 +3878,7 @@ "desc": "You summon a [shroud]({{ base_url }}/monsters/shroud) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies 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). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 3rd-level spell slot, you can choose to summon two [shrouds]({{ base_url }}/monsters/shroud) or one [specter]({{ base_url }}/monsters/specter). When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four [shrouds]({{ base_url }}/monsters/shroud) or one [will-o’-wisp]({{ base_url }}/monsters/will-o-wisp).", "target_type": "creature", "range": "60 feet", @@ -3909,7 +3909,7 @@ "desc": "You summon a [shadow]({{ base_url }}/monsters/shadow) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, 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 creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 4th-level spell slot, you can choose to summon a [wight]({{ base_url }}/monsters/wight) or a [shadow]({{ base_url }}/monsters/shadow). When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a [ghost]({{ base_url }}/monsters/ghost), a [shadow]({{ base_url }}/monsters/shadow), or a [wight]({{ base_url }}/monsters/wight).", "target_type": "creature", "range": "30 feet", @@ -3940,7 +3940,7 @@ "desc": "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.\n\nIf your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "90 feet", @@ -3971,7 +3971,7 @@ "desc": "You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.\n\nAs part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "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.", "target_type": "point", "range": "90 feet", @@ -4004,7 +4004,7 @@ "desc": "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\n\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4068,7 +4068,7 @@ "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [ring servant]({{ base_url }}/monsters/ring-servant). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.\n\nThe ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on 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 ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4099,7 +4099,7 @@ "desc": "After you cast **create thunderstaff** on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.\n\nAfter 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a **thunderstaff**, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a [thunderwave]({{ base_url }}/spells/thunderwave) spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.\n\nIf the final charge is not expended within 60 days, the staff becomes nonmagical again.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4132,7 +4132,7 @@ "desc": "You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.\n\nA creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.", "target_type": "area", "range": "60 feet", @@ -4165,7 +4165,7 @@ "desc": "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -4196,7 +4196,7 @@ "desc": "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.\n\nYou move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of **crushing trample**.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4258,7 +4258,7 @@ "desc": "You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic]({{ base_url }}/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration]({{ base_url }}/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -4289,7 +4289,7 @@ "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "500 feet", @@ -4320,7 +4320,7 @@ "desc": "By making mocking gestures toward one creature within\nrange that can see you, you leave the creature incapable of\nperforming at its best. If the target fails on an Intelligence\nsaving throw, roll a d4 and refer to the following table to\ndetermine what the target does on its turn. An affected\ntarget repeats the saving throw at the end of each of its\nturns, ending the effect on itself on a success or applying\nthe result of another roll on the table on a failure.\n\n| D4 | RESULT |\n|-|-|\n| 1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. |\n| 2 | Target stands transfixed and blinking, takes no action. |\n| 3 | Target flees or fights (50 percent chance of each). |\n| 4 | Target charges directly at caster, enraged. |\n\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4351,7 +4351,7 @@ "desc": "You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.\n\nChoose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:\n\n* The target fails death saving throws on any roll but a 20.\n* If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.\n* The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4382,7 +4382,7 @@ "desc": "This spell transforms a Small, Medium, or Large creature that you can see within range into a [servant of Yig]({{ base_url }}/monsters/servant-of-yig). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.\n\nThe transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.\n\nWhen it reverts to its normal form, the creature has 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.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4413,7 +4413,7 @@ "desc": "You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of [bestow curse]({{ base_url }}/spells/bestow-curse). The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An [identify]({{ base_url }}/spells/identify) spell cast on the cursed ring reveals the fact that it is cursed.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4444,7 +4444,7 @@ "desc": "**Cursed gift** imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.", "target_type": "object", "range": "Touch", @@ -4475,7 +4475,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -4506,7 +4506,7 @@ "desc": "When **daggerhawk** is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4537,7 +4537,7 @@ "desc": "A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a [light]({{ base_url }}/spells/light) spell, or the like).", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4568,7 +4568,7 @@ "desc": "Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.\n\nA creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -4601,7 +4601,7 @@ "desc": "Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like [alter self]({{ base_url }}/spells/after-self)), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.\n\nIf you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "Touch", @@ -4634,7 +4634,7 @@ "desc": "You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4696,7 +4696,7 @@ "desc": "As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. 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.", "target_type": "creature", "range": "10 feet", @@ -4727,7 +4727,7 @@ "desc": "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4760,7 +4760,7 @@ "desc": "This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.", "target_type": "creature", "range": "Touch", @@ -4793,7 +4793,7 @@ "desc": "Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", "range": "Touch", @@ -4826,7 +4826,7 @@ "desc": "You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. **Decelerate** can’t reduce a creature’s speed to less than 5 feet.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -4857,7 +4857,7 @@ "desc": "The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -4888,7 +4888,7 @@ "desc": "You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.", "target_type": "point", "range": "60 feet", @@ -4919,7 +4919,7 @@ "desc": "Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting **delay potion**; otherwise the spell has no effect. At any point during **delay potion’s** duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.\n\nYou can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4981,7 +4981,7 @@ "desc": "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.\n\nIf the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5047,7 +5047,7 @@ "desc": "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as [entangle]({{ base_url }}/spells/entangle), require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by **desolation**.\n\nAfter one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nA living creature that finishes a short rest within the area of a **desolation** spell halves the result of any Hit Dice it expends. Desolation counters the effects of a [bloom]({{ base_url }}/spells/bloom) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "area", "range": "Self", @@ -5078,7 +5078,7 @@ "desc": "You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -5111,7 +5111,7 @@ "desc": "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5142,7 +5142,7 @@ "desc": "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -5173,7 +5173,7 @@ "desc": "This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -5204,7 +5204,7 @@ "desc": "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5266,7 +5266,7 @@ "desc": "Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5297,7 @@ "desc": "With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5328,7 +5328,7 @@ "desc": "You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.\n\nCreatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.\n\nCreatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5390,7 +5390,7 @@ "desc": "When you cast **doom of dancing blades**, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.\n\nIf you make a melee attack that scores a critical hit while **doom of dancing blades** is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.\n\nThe spell ends when its duration expires or when all your illusory weapons are destroyed or expended.\n\nAn attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Self", @@ -5421,7 +5421,7 @@ "desc": "When you cast **doom of disenchantment**, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.\n\nThe spell also suppresses other magical properties of the attack. A [sword of wounding]({{ base_url }}/magicitems/sword-of-wounding), for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast [counterspell]({{ base_url }}/spells/counterspell), using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5452,7 +5452,7 @@ "desc": "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of **doom of serpent coils** for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of **doom of serpent coils** for 24 hours.\n\nMultiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by [protection from poison]({{ base_url }}/spells/protection-from-poison) or comparable magic.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5485,7 +5485,7 @@ "desc": "Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5547,7 +5547,7 @@ "desc": "A **doom of the slippery rogue** spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "40 feet", @@ -5578,7 +5578,7 @@ "desc": "With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a [light]({{ base_url }}/spells/light) or [dancing lights]({{ base_url }}/spells/dancing-lights) cantrip.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -5735,7 +5735,7 @@ "desc": "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a [greater restoration]({{ base_url }}/spells/greater-restoration) or [blight]({{ base_url }}/spells/blight) spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.\n\nIf a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -5768,7 +5768,7 @@ "desc": "You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.\n\nUntil the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5801,7 +5801,7 @@ "desc": "You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.\n\nFor the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5865,7 +5865,7 @@ "desc": "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.\n\nAs a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.\n\nWhen you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -5898,7 +5898,7 @@ "desc": "When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5929,7 +5929,7 @@ "desc": "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)\n\nGreat Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.”\n\nThis also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.\n\nIf you cast **eldritch communion** two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6022,7 +6022,7 @@ "desc": "You call forth a [ghost]({{ base_url }}/monsters/ghost)// that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.\n\nThe ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.\n\nYou are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.", "target_type": "point", "range": "90 feet", @@ -6053,7 +6053,7 @@ "desc": "You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.\n\nThe charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6084,7 +6084,7 @@ "desc": "You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area.\n\nA spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.", "target_type": "area", "range": "150 feet", @@ -6115,7 +6115,7 @@ "desc": "By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either **encrypt / decrypt** or [dispel magic]({{ base_url }}/spells/dispel-magic) is cast on the encoded writing, which turns it back into its normal state.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6146,7 +6146,7 @@ "desc": "You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.\n\nThe spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful [dispel magic]({{ base_url }}/spells/dispel-magic) spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‐level spell slot, the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -6177,7 +6177,7 @@ "desc": "A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.\n\nIf the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6208,7 +6208,7 @@ "desc": "When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.", "target_type": "creature", "range": "Self", @@ -6239,7 +6239,7 @@ "desc": "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.\n\n**Enhance greed** penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -6270,7 +6270,7 @@ "desc": "You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.\n\nThe tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -6301,7 +6301,7 @@ "desc": "By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6332,7 +6332,7 @@ "desc": "You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.\n\nCreatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by [gust of wind]({{ base_url }}/spells/gust-of-wind) and similar spells.\n\nThe aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). [Protection from poison]({{ base_url }}/spells/protection-from-poison) negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as [mage armor]({{ base_url }}/spells/mage-armor) or [wall of force]({{ base_url }}/spells/wall-of-force) will block it.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.", "target_type": "creature", "range": "120 feet", @@ -6363,7 +6363,7 @@ "desc": "You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of **evercold**, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.\n\nThe spell can be ended by its caster or by [dispel magic]({{ base_url }}/spells/dispel-magic) or [remove curse]({{ base_url }}/spells/remove-curse).", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6394,7 +6394,7 @@ "desc": "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.\n\nAt the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -6427,7 +6427,7 @@ "desc": "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.\n\nThis cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -6460,7 +6460,7 @@ "desc": "By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6522,7 +6522,7 @@ "desc": "A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast **feather field** using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -6553,7 +6553,7 @@ "desc": "The target of **feather travel** (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6584,7 +6584,7 @@ "desc": "By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.", "target_type": "creature", "range": "Self", @@ -6615,7 +6615,7 @@ "desc": "You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6677,7 +6677,7 @@ "desc": "You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "5 feet", @@ -6708,7 +6708,7 @@ "desc": "The creature you cast **firewalk** on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.", "target_type": "creature", "range": "Touch", @@ -6739,7 +6739,7 @@ "desc": "You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6803,7 +6803,7 @@ "desc": "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -6834,7 +6834,7 @@ "desc": "You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6865,7 +6865,7 @@ "desc": "You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.\n ## Alignment Fluctuation \n| D20 | Alignment |\n|-|-|\n| 1-2 | Chaotic good |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic evil |\n| 8-9 | Neutral evil |\n| 10-11 | Lawful evil |\n| 12-14 | Lawful good |\n| 15-16 | Lawful neutral |\n| 17-18 | Neutral good |\n| 19-20 | Neutral |\n\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6896,7 +6896,7 @@ "desc": "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -6927,7 +6927,7 @@ "desc": "While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6958,7 +6958,7 @@ "desc": "While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as [control weather]({{ base_url }}/spells/control-weather)[control water]({{ base_url }}/spells/control-water), or [meteor swarm]({{ base_url }}/spells/meteor-swarm). Such spells can’t be cast while the spellcaster is in the cube.\n\nYou can create a permanently protected area by casting this spell at the same location every day for one year.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "300 feet", @@ -6989,7 +6989,7 @@ "desc": "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7020,7 +7020,7 @@ "desc": "By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the [avatar form]({{ base_url }}/monsters/avatar-form) stat block).\n* Your size becomes Large, unless you were already at least that big.\n* You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.\n* You gain a Multiattack action option, allowing you to make two slam attacks and a bite.\n* Your ability scores change to reflect your new form, as shown in the stat block.\n\nYou remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -7051,7 +7051,7 @@ "desc": "When you cast **freeze blood** as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.\n\nNOTE: This was previously a 5th-level spell that did 4d10 cold damage.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7084,7 +7084,7 @@ "desc": "A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "25 feet", @@ -7115,7 +7115,7 @@ "desc": "The spell creates a 20-foot-radius sphere of mist similar to a [fog cloud]({{ base_url }}/spells/fog-cloud) spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "100 feet", @@ -7276,7 +7276,7 @@ "desc": "You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7341,7 +7341,7 @@ "desc": "You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7374,7 +7374,7 @@ "desc": "You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:\n* Its Armor Class increases by 2, to a maximum of 20.\n* When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.\n* It is immune to necrotic damage and radiant damage.\n* It can’t be reduced to less than 1 hit point.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.", "target_type": "creature", "range": "Touch", @@ -7405,7 +7405,7 @@ "desc": "Your magic protects the target creature from the lifesapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7500,7 +7500,7 @@ "desc": "Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -7531,7 +7531,7 @@ "desc": "Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7562,7 +7562,7 @@ "desc": "When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -7593,7 +7593,7 @@ "desc": "You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.\n\nAlternatively, **gluey globule** can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of [sovereign glue]({{ base_url }}/spells/sovereign-glue) and lasts for 1 hour.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7626,7 +7626,7 @@ "desc": "You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n The glyph disappears after being triggered or when the spell's duration expires.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.", "target_type": "object", "range": "Touch", @@ -7659,7 +7659,7 @@ "desc": "A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -7690,7 +7690,7 @@ "desc": "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.\n When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.\n If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Sight", @@ -7721,7 +7721,7 @@ "desc": "You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7752,7 +7752,7 @@ "desc": "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.\n\nFor example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.\n\nIf the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then **grasp of the tupilak** has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use.\n\nUnused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of [remove curse]({{ base_url }}/spells/remove-curse)[greater restoration]({{ base_url }}/greater-restoration), or comparable magic.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7785,7 +7785,7 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.\n\nEscaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7818,7 +7818,7 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.\n\nThe seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7851,7 +7851,7 @@ "desc": "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.\n\nYou lose concentration on this spell if you can’t see the target at the end of your turn.\n\n***Green Decay.*** The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7915,7 +7915,7 @@ "desc": "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.\n\n***Ritual Focus.*** If you expend your ritual focus, the effect lasts for 24 hours.", "target_type": "creature", "range": "Touch", @@ -7946,7 +7946,7 @@ "desc": "By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8010,7 +8010,7 @@ "desc": "You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.", "target_type": "creature", "range": "Touch", @@ -8041,7 +8041,7 @@ "desc": "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.\n On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.", "target_type": "creature", "range": "120 feet", @@ -8072,7 +8072,7 @@ "desc": "When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-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. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction.\n When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving.\n An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise taking no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.", "target_type": "creature", "range": "180 feet", @@ -8103,7 +8103,7 @@ "desc": "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8134,7 +8134,7 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition—or the weapon itself if it's a thrown weapon—seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.", "target_type": "point", "range": "Self", @@ -8165,7 +8165,7 @@ "desc": "For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8196,7 +8196,7 @@ "desc": "You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -8229,7 +8229,7 @@ "desc": "You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8260,7 +8260,7 @@ "desc": "The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -8291,7 +8291,7 @@ "desc": "A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8322,7 +8322,7 @@ "desc": "You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.", "target_type": "creature", "range": "Self", @@ -8353,7 +8353,7 @@ "desc": "You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:\n* The target’s most common name (if any).\n* The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).\n* The target’s current status (alive, dead, sick, wounded, healthy, etc.).\n* The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).\nAlternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8384,7 +8384,7 @@ "desc": "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8415,7 +8415,7 @@ "desc": "When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.\n\nThis spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8508,7 +8508,7 @@ "desc": "When you cast **hobble mount** as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -8572,7 +8572,7 @@ "desc": "You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8603,7 +8603,7 @@ "desc": "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.\n\nThe target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.\n\nIf there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, **hunger of Leng** lasts its full duration with no further saving throws allowed.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8634,7 +8634,7 @@ "desc": "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8665,7 +8665,7 @@ "desc": "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8696,7 +8696,7 @@ "desc": "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.\n\nEach wall has two arrow slits. One wall also includes an ice door with an [arcane lock]({{ base_url }}/spells/arcane-lock). You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the [arcane lock]({{ base_url }}/spells/arcane-lock) is dispelled).\n\nThe fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "area", "range": "60 feet", @@ -8727,7 +8727,7 @@ "desc": "When you cast **ice hammer**, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.\n\nThe warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.", "target_type": "creature", "range": "Self", @@ -8758,7 +8758,7 @@ "desc": "You pour water from the vial and cause two [ice soldiers]({{ base_url }}/monsters/ice-soldier) to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.", "target_type": "creature", "range": "30 feet", @@ -8789,7 +8789,7 @@ "desc": "When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.\n\nThe icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.", "target_type": "creature", "range": "Self", @@ -8853,7 +8853,7 @@ "desc": "One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.\n\nThe petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with [greater restoration]({{ base_url }}/spells/greater-restoration) or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.\n\nIf the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8884,7 +8884,7 @@ "desc": "You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it's doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8915,7 +8915,7 @@ "desc": "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.\n If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.", "target_type": "creature", "range": "Touch", @@ -8946,7 +8946,7 @@ "desc": "You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.", "target_type": "point", "range": "40 feet", @@ -8977,7 +8977,7 @@ "desc": "An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.\n\nA creature that uses its action to study the image visually 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, that creature sees through the image.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Self", @@ -9008,7 +9008,7 @@ "desc": "With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9039,7 +9039,7 @@ "desc": "The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -9070,7 +9070,7 @@ "desc": "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10- foot cube (including floor and roof).\n\nEach wall has two arrow slits. One wall also includes a metal door with an [arcane lock]({{ base_url }}/spells/arcane-lock) effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9101,7 +9101,7 @@ "desc": "With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.\n\nFor example, a mangonel has 100 hit points. **Instant siege weapon** will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", "target_type": "point", "range": "60 feet", @@ -9132,7 +9132,7 @@ "desc": "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.\n When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.\n This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.", "target_type": "point", "range": "120 feet", @@ -9163,7 +9163,7 @@ "desc": "An **ire of the mountain** spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -9196,7 +9196,7 @@ "desc": "**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Self", @@ -9227,7 +9227,7 @@ "desc": "Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.", "target_type": "creature", "range": "60 feet", @@ -9258,7 +9258,7 @@ "desc": "You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -9291,7 +9291,7 @@ "desc": "You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.\n While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.\n When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.\n *Killing fields* creates the following effects within the area.\n ***Pack Hunters.*** A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.\n You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -9322,7 +9322,7 @@ "desc": "You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as [dominate person]({{ base_url }}/spells/dominate-person). The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s 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.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -9355,7 +9355,7 @@ "desc": "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9386,7 +9386,7 @@ "desc": "Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.\n\nIn addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.\n\nYou gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.\n\nAlso, while under the effect of this spell, you can exit any [maze]({{ base_url }}/spells/maze) spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9417,7 +9417,7 @@ "desc": "You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9483,7 +9483,7 @@ "desc": "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\n\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -9545,7 +9545,7 @@ "desc": "When you cast **lava stone** on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9611,7 +9611,7 @@ "desc": "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9642,7 +9642,7 @@ "desc": "You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9675,7 +9675,7 @@ "desc": "While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a [swarm of poisonous snakes]({{ base_url }}/monsters/swarm-of-poisonous-snakes), except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "60 feet", @@ -9706,7 +9706,7 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9768,7 +9768,7 @@ "desc": "Your touch can siphon energy from undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of the ally's hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -9801,7 +9801,7 @@ "desc": "Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.\n\nA creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9832,7 +9832,7 @@ "desc": "For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9863,7 +9863,7 @@ "desc": "You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.\n* The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.\n* You take 2d6 necrotic damage, and the target heals the same amount of hit points.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -9894,7 +9894,7 @@ "desc": "This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9925,7 +9925,7 @@ "desc": "You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.\n\nA restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9956,7 +9956,7 @@ "desc": "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -9987,7 +9987,7 @@ "desc": "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10018,7 +10018,7 @@ "desc": "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. 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’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|-|-|\n| 1-3 | The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. |\n| 4–5 | The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |\n| 6 | The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. |\n| 7–8 | The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. |\n| 9 | The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. |\n| 10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "90 feet", @@ -10049,7 +10049,7 @@ "desc": "You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10080,7 +10080,7 @@ "desc": "Your hands become claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:\n ***Upper Limb.*** The target has disadvantage on Strength checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.\n ***Lower Limb.*** The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity checks.\n ***Body.*** Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead.\n The effect is permanent until removed by *remove curse*, *greater restoration*, or similar magic.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10113,7 +10113,7 @@ "desc": "You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -10144,7 +10144,7 @@ "desc": "You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.\n\nA creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.\n\nThe diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "500 feet", @@ -10177,7 +10177,7 @@ "desc": "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 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.", "target_type": "creature", "range": "120 feet", @@ -10208,7 +10208,7 @@ "desc": "When you cast **mass hobble mount**, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -10241,7 +10241,7 @@ "desc": "Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by **mass surge dampener**, the spell’s effect ends for that creature.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10272,7 +10272,7 @@ "desc": "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -10305,7 +10305,7 @@ "desc": "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.\n\nA creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10336,7 +10336,7 @@ "desc": "You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -10367,7 +10367,7 @@ "desc": "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.\n\nThe exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a [dispel magic]({{ base_url }}/spells/dispel-magic) or [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good) spell (the latter spell defeats **mind exchange** even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.\n\nThe effects of the exchange can be made permanent with a [wish]({{ base_url }}/spells/wish) spell or comparable magic.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -10398,7 +10398,7 @@ "desc": "When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -10429,7 +10429,7 @@ "desc": "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10460,7 +10460,7 @@ "desc": "A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.\n\nAny 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.", "target_type": "creature", "range": "Self", @@ -10491,7 +10491,7 @@ "desc": "This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10522,7 +10522,7 @@ "desc": "While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.\n\nAny creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.\n\nThe glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -10553,7 +10553,7 @@ "desc": "This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.", "target_type": "point", "range": "50 feet", @@ -10584,7 +10584,7 @@ "desc": "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.\n\nIf the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.", "target_type": "creature", "range": "Touch", @@ -10615,7 +10615,7 @@ "desc": "You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10646,7 +10646,7 @@ "desc": "You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -10677,7 +10677,7 @@ "desc": "You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by **night terrors**.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10739,7 +10739,7 @@ "desc": "You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -10770,7 +10770,7 @@ "desc": "You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.\n\nYou can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10801,7 +10801,7 @@ "desc": "The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single **not this day!** spell at one time; a second casting on the same target cancels the preexisting protection.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10865,7 +10865,7 @@ "desc": "This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10896,7 +10896,7 @@ "desc": "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.\n\nEach round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10927,7 +10927,7 @@ "desc": "You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10958,7 +10958,7 @@ "desc": "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.\n\nYou can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -10989,7 +10989,7 @@ "desc": "A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.\n\nIf the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11022,7 +11022,7 @@ "desc": "By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -11053,7 +11053,7 @@ "desc": "You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:\n\n* ***Thick Fur.*** Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.\n* ***Keen Hearing and Smell.*** Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.\n* ***Pack Tactics.*** Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", "target_type": "creature", "range": "25 feet", @@ -11084,7 +11084,7 @@ "desc": "When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11115,7 +11115,7 @@ "desc": "When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11148,7 +11148,7 @@ "desc": "You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:\n* You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.\n* You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.\n* Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.\n* You gain a +2 bonus to AC.\n* You have proficiency on Constitution saving throws.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -11210,7 +11210,7 @@ "desc": "Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage and has advantage on saving throws against Void spells.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11241,7 +11241,7 @@ "desc": "When you cast **protective ice**, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.\n\nA creature striking a target encased in **protective ice** with a melee attack while within 5 feet of it takes 1d6 cold damage.\n\nIf the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.", "target_type": "creature", "range": "Touch", @@ -11305,7 +11305,7 @@ "desc": "You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -11371,7 +11371,7 @@ "desc": "You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11402,7 +11402,7 @@ "desc": "You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11433,7 +11433,7 @@ "desc": "You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a [ray of enfeeblement]({{ base_url }}/spells/ray-of-enfeeblement), [scorching ray]({{ base_url }}/spells/scorching-ray), or even [disintegrate]({{ base_url }}/spells/disintegrate), roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11464,7 +11464,7 @@ "desc": "By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage.\n\nIn addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast **quintessence** again.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11495,7 +11495,7 @@ "desc": "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n* Attack rolls resulting directly from lair actions are made with disadvantage.\n* Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n* Lair actions occur on an initiative count 10 lower than normal.\n\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11526,7 +11526,7 @@ "desc": "You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.", "target_type": "creature", "range": "25 feet", @@ -11557,7 +11557,7 @@ "desc": "You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.\n\nThis spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -11588,7 +11588,7 @@ "desc": "You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a [greater restoration]({{ base_url }}/spells/greater-restoration) spell or comparable magic.\n\nThis spell has no effect on constructs or undead.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11621,7 +11621,7 @@ "desc": "You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.\n\nWhen the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -11652,7 +11652,7 @@ "desc": "You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11683,7 +11683,7 @@ "desc": "Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -11745,7 +11745,7 @@ "desc": "You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -11776,7 +11776,7 @@ "desc": "You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11807,7 +11807,7 @@ "desc": "You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.", "target_type": "creature", "range": "Self", @@ -11840,7 +11840,7 @@ "desc": "The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -11871,7 +11871,7 @@ "desc": "With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.\n\nAt the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.\n\n* ***Riptide.*** The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.\n* ***Undertow.*** The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -11937,7 +11937,7 @@ "desc": "Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic.\n\nYou cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the [raise dead]({{ base_url }}/spells/raise-dead) spell (though a [resurrection]({{ base_url }}/spells/resurrection) spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a [true resurrection]({{ base_url }}/spells/true-resurrection) spell.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -11968,7 +11968,7 @@ "desc": "You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.\n\nA creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11999,7 +11999,7 @@ "desc": "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.\n\nThe spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12030,7 +12030,7 @@ "desc": "Casting **sand ship** on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -12061,7 +12061,7 @@ "desc": "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a [blood elemental]({{ base_url }}/monsters/blood-elemental). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.\n\nRoll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "5 feet", @@ -12092,7 +12092,7 @@ "desc": "You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)\n\nOne creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of **scale rot** for 24 hours.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -12123,7 +12123,7 @@ "desc": "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12187,7 +12187,7 @@ "desc": "This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -12218,7 +12218,7 @@ "desc": "You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat.\n\nIf you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12249,7 +12249,7 @@ "desc": "When you **cast sculpt** snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.\n\nSculptures created by this spell can be animated with [animate objects]({{ base_url }}/spells/animate-objects) or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.", "target_type": "area", "range": "60 feet", @@ -12280,7 +12280,7 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.\n\nThe seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12313,7 +12313,7 @@ "desc": "This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "200 feet", @@ -12346,7 +12346,7 @@ "desc": "This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.\n\nAlthough the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a [geas]({{ base_url }}/spells/geas) spell, however, because [geas]({{ base_url }}/spells/geas) needs only a visible target.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12377,7 +12377,7 @@ "desc": "This spell impregnates a living creature with a rapidly gestating [hydra]({{ base_url }}/spells/hydra) that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.\n\nDuring the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.\n\nWhen the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast [bane]({{ base_url }}/spells/bane) as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature.\n\nAt the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.\n\nThe hydra disappears at the end of the spell’s duration, or its existence can be cut short with a [wish]({{ base_url }}/spells/wish) spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a [dispel magic]({{ base_url }}/spells/dispel-magic) spell under the normal rules for dispelling high-level magic.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -12410,7 +12410,7 @@ "desc": "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.\n\n***Seeping Death.*** The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12441,7 +12441,7 @@ "desc": "Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12472,7 +12472,7 @@ "desc": "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.\n\nFor the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12503,7 +12503,7 @@ "desc": "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as [color spray]({{ base_url }}/spells/color-spray). The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -12534,7 +12534,7 @@ "desc": "You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12565,7 +12565,7 @@ "desc": "You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.", "target_type": "creature", "range": "60 feet", @@ -12596,7 +12596,7 @@ "desc": "You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12660,7 +12660,7 @@ "desc": "You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "120 feet", @@ -12691,7 +12691,7 @@ "desc": "You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -12724,7 +12724,7 @@ "desc": "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", "target_type": "creature", "range": "5 feet", @@ -12755,7 +12755,7 @@ "desc": "If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language.\n\nIf the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.\n\n***Ritual Focus.*** If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -12786,7 +12786,7 @@ "desc": "You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.\n\nIf you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.", "target_type": "point", "range": "Self", @@ -12883,7 +12883,7 @@ "desc": "By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting **shifting the odds** is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12945,7 +12945,7 @@ "desc": "You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12978,7 +12978,7 @@ "desc": "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast **sidestep arrow**. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13009,7 +13009,7 @@ "desc": "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.\n\nChoose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:\n* The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.\n* They cannot hear any sounds that originate inside the cylinder.\n* They have disadvantage on attack rolls against targets inside the cylinder.\n* They can’t charm, frighten, or possess creatures inside the cylinder.\nCreatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.\n\nWhen you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -13040,7 +13040,7 @@ "desc": "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13071,7 +13071,7 @@ "desc": "When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "20 feet", @@ -13102,7 +13102,7 @@ "desc": "Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short‑term madness.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -13133,7 +13133,7 @@ "desc": "You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -13164,7 +13164,7 @@ "desc": "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.\n\nIf you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -13195,7 +13195,7 @@ "desc": "A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.\n\n| Round | Size | Damage |\n|-|-|-|\n| 1 | Small | 1d6 bludgeoning |\n| 2 | Medium | 2d6 bludgeoning |\n| 3 | Large | 4d6 bludgeoning |\n| 4 | Huge | 6d6 bludgeoning |\n\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -13226,7 +13226,7 @@ "desc": "This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.\n\nThe spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -13257,7 +13257,7 @@ "desc": "This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -13288,7 +13288,7 @@ "desc": "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.\n\n**Song of the forest** functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).\n\n***Ritual Focus.*** If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13319,7 +13319,7 @@ "desc": "You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -13350,7 +13350,7 @@ "desc": "You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -13414,7 +13414,7 @@ "desc": "You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.\n\nFor the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.\n\nOnce the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "The target has disadvantage on its Charisma saving throws if **spiteful weapon** is cast using a spell slot of 5th level or higher.", "target_type": "creature", "range": "25 feet", @@ -13445,7 +13445,7 @@ "desc": "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13509,7 +13509,7 @@ "desc": "The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13602,7 +13602,7 @@ "desc": "This spell acts as [compelling fate]({{ base_url }}/spells/compelling-fate), except as noted above (**starry** vision can be cast as a reaction, has twice the range of [compelling fate]({{ base_url }}/spells/compelling-fate), and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "100 feet", @@ -13633,7 +13633,7 @@ "desc": "This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed.\n\nAll ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as [flaming sphere]({{ base_url }}/spells/flaming-sphere). A creature under the influence of a [freedom of movement]({{ base_url }}/spells/freedom-of-movement) spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "50 feet", @@ -13666,7 +13666,7 @@ "desc": "When you cast **steal warmth** after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -13759,7 +13759,7 @@ "desc": "Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends the spell early.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -13790,7 +13790,7 @@ "desc": "You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.\n As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.\n ***Bats.*** The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.\n ***Birds.*** The creature takes 4d6 slashing damage, and has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.\n ***Insects.*** The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -13854,7 +13854,7 @@ "desc": "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:\n* Two [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng)\n* One [shantak]({{ base_url }}/monsters/shantak)\n\nWhen the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.\n\nRoll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.\n\nEach round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.\n\nA summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [hound of Tindalos]({{ base_url }}/monsters/hound-of-tindalos). When you cast it with a 9th-level spell slot, you can summon five [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [nightgaunt]({{ base_url }}/monsters/nightgaunt).", "target_type": "creature", "range": "60 feet", @@ -13885,7 +13885,7 @@ "desc": "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a [deva]({{ base_url }}/monsters/deva). It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -13916,7 +13916,7 @@ "desc": "Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by **surge dampener**, the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13947,7 +13947,7 @@ "desc": "You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.\n\n***Blinded:*** The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.\n\n***Charmed:*** The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.\n\n***Frightened:*** The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.\n\n***Paralyzed:*** The target can use one extra bonus action or reaction per round.\n\n***Petrified:*** The target gains a +2 bonus to AC.\n\n***Poisoned:*** The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.\n\n***Stunned:*** The target has advantage on Intelligence, Wisdom, and Charisma saving throws.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14042,7 +14042,7 @@ "desc": "Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14073,7 +14073,7 @@ "desc": "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -14137,7 +14137,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -14234,7 +14234,7 @@ "desc": "With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -14265,7 +14265,7 @@ "desc": "This spell acts as [thunderous charge]({{ base_url }}/spells/thunderous-charge), but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -14329,7 +14329,7 @@ "desc": "You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14360,7 +14360,7 @@ "desc": "A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -14391,7 +14391,7 @@ "desc": "You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Sight", @@ -14422,7 +14422,7 @@ "desc": "You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14453,7 +14453,7 @@ "desc": "You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.\n\nAn affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14484,7 +14484,7 @@ "desc": "You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -14515,7 +14515,7 @@ "desc": "You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14608,7 +14608,7 @@ "desc": "You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14639,7 +14639,7 @@ "desc": "**Tongue of sand** is similar in many ways to [magic mouth]({{ base_url }}/spells/magic-mouth). When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.\n\nAdditionally, **tongue of sand** has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14670,7 +14670,7 @@ "desc": "You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14701,7 +14701,7 @@ "desc": "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14732,7 +14732,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -14765,7 +14765,7 @@ "desc": "When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one *tracer* target at a time. If you put a *tracer* on a different target, the effect on the previous target ends.\n A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Self", @@ -14796,7 +14796,7 @@ "desc": "You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.\n\nAn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.\n\nCreatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -14858,7 +14858,7 @@ "desc": "One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14889,7 +14889,7 @@ "desc": "You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.\n\nIf you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14920,7 +14920,7 @@ "desc": "By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.\n\nThe spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -14951,7 +14951,7 @@ "desc": "You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14982,7 +14982,7 @@ "desc": "You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.\n* ***Air.*** Vapor condenses into snowfall. If the effect of a [fog cloud]({{ base_url }}/spells/fog-cloud) spell, a [stinking cloud]({{ base_url }}/spells/stinking-cloud), or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).\n* ***Earth.*** Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.\n* ***Fire.*** Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.\n* ***Water.*** Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -15015,7 +15015,7 @@ "desc": "You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15046,7 +15046,7 @@ "desc": "You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.\n\nYou can use a bonus action on your turn to move the area of the storm 30 feet in any direction.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15079,7 +15079,7 @@ "desc": "You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.\n ## Uncontrollable Transformation \n| D10 | Mutation |\n|-|-|\n| 1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |\n| 2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table). |\n| 3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |\n| 4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight‐based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |\n| 5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |\n| 6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |\n| 7 | You become incorporeal and 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. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |\n| 8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |\n| 9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. |\n| 10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |\n\n ## Damage Type \n\n| d10 | Damage Type |\n|-|-|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |\n\n", "target_type": "creature", "range": "Self", @@ -15110,7 +15110,7 @@ "desc": "You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2.\n\n**Undermine armor** has no effect on creatures that aren’t wearing armor.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15141,7 +15141,7 @@ "desc": "Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15172,7 +15172,7 @@ "desc": "You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a [stone golem]({{ base_url }}/monsters/stone-golem). It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing.\n\nWhenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.\n\nWhen the spell ends, the animated statue reverts to a normal, mundane statue.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -15203,7 +15203,7 @@ "desc": "By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "25 feet", @@ -15234,7 +15234,7 @@ "desc": "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.\n\nThe strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nIf any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15265,7 +15265,7 @@ "desc": "You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.\n\nThe vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, the vine is permanent until destroyed or dispelled.", "target_type": "point", "range": "30 feet", @@ -15296,7 +15296,7 @@ "desc": "When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15327,7 +15327,7 @@ "desc": "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a **+1 flaming longsword** with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a **+1 flaming longsword** for the caster who placed the bloodstain on it. A [wand of magic missiles]({{ base_url }}/spells/wand-of-magic-missiles) would be no more than a stick in the hands of anyone but the caster.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.", "target_type": "object", "range": "Touch", @@ -15424,7 +15424,7 @@ "desc": "You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.\n\nIn addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -15455,7 +15455,7 @@ "desc": "Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.\n\nThe Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points.\n\nWhile the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15486,7 +15486,7 @@ "desc": "For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -15517,7 +15517,7 @@ "desc": "This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15548,7 +15548,7 @@ "desc": "When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -15579,7 +15579,7 @@ "desc": "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.\n\nThe wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -15610,7 +15610,7 @@ "desc": "You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a [slow]({{ base_url }}/spells/slow) spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -15641,7 +15641,7 @@ "desc": "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15672,7 +15672,7 @@ "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15703,7 +15703,7 @@ "desc": "When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a **+1 dagger**.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a **+2 dagger**. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a **+2 dagger of wounding**. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a **+3 dagger of wounding**.", "target_type": "creature", "range": "Self", @@ -15734,7 +15734,7 @@ "desc": "You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -15765,7 +15765,7 @@ "desc": "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.", "target_type": "area", "range": "Self", @@ -15829,7 +15829,7 @@ "desc": "You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.\n\nThe sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15893,7 +15893,7 @@ "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15955,7 +15955,7 @@ "desc": "Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.\n\nIf the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -15986,7 +15986,7 @@ "desc": "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -16017,7 +16017,7 @@ "desc": "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.\n\nIf you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -16048,7 +16048,7 @@ "desc": "You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -16110,7 +16110,7 @@ "desc": "Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.\n\nAlthough you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.", "target_type": "object", "range": "10 feet", @@ -16143,7 +16143,7 @@ "desc": "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.\n\nA successful [remove curse]({{ base_url }}/spells/remove-curse) spell ends both effects.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/dmag-e/Spell.json b/data/v2/kobold-press/dmag-e/Spell.json index 9e7bcb57..584cfbed 100644 --- a/data/v2/kobold-press/dmag-e/Spell.json +++ b/data/v2/kobold-press/dmag-e/Spell.json @@ -7,7 +7,7 @@ "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot level.", "target_type": "object", "range": "Touch", @@ -69,7 +69,7 @@ "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.", "target_type": "object", "range": "30 feet", @@ -100,7 +100,7 @@ "desc": "Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -131,7 +131,7 @@ "desc": "Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +162,7 @@ "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.", "target_type": "creature", "range": "Self", @@ -193,7 +193,7 @@ "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.", "document": "dmag-e", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -224,7 +224,7 @@ "desc": "Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "object", "range": "Touch", @@ -255,7 +255,7 @@ "desc": "By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.", "target_type": "creature", "range": "Touch", @@ -286,7 +286,7 @@ "desc": "Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -348,7 +348,7 @@ "desc": "You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -381,7 +381,7 @@ "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -412,7 +412,7 @@ "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -443,7 +443,7 @@ "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.", "target_type": "object", "range": "30 feet", @@ -474,7 +474,7 @@ "desc": "Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -505,7 +505,7 @@ "desc": "Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -536,7 +536,7 @@ "desc": "Deep Magic: void magic A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.", "target_type": "creature", "range": "Touch", @@ -567,7 +567,7 @@ "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "60 feet", @@ -598,7 +598,7 @@ "desc": "Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.", "target_type": "creature", "range": "60 feet", @@ -664,7 +664,7 @@ "desc": "This spell makes flammable material burn twice as long as normal.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "25 feet", @@ -695,7 +695,7 @@ "desc": "Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -726,7 +726,7 @@ "desc": "The target gains blindsight to a range of 60 feet.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.", "target_type": "creature", "range": "Touch", @@ -757,7 +757,7 @@ "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.", "target_type": "object", "range": "Touch", @@ -788,7 +788,7 @@ "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -819,7 +819,7 @@ "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -850,7 +850,7 @@ "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "30 feet", @@ -945,7 +945,7 @@ "desc": "You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -978,7 +978,7 @@ "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1009,7 +1009,7 @@ "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Special", @@ -1106,7 +1106,7 @@ "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1137,7 +1137,7 @@ "desc": "Deep Magic: clockwork You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1168,7 +1168,7 @@ "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1199,7 +1199,7 @@ "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.", "target_type": "creature", "range": "Touch", @@ -1230,7 +1230,7 @@ "desc": "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1261,7 +1261,7 @@ "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.", "target_type": "object", "range": "Self", @@ -1292,7 +1292,7 @@ "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1323,7 +1323,7 @@ "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1356,7 +1356,7 @@ "desc": "Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -1387,7 +1387,7 @@ "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1451,7 +1451,7 @@ "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1482,7 +1482,7 @@ "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.", "target_type": "object", "range": "Touch", @@ -1513,7 +1513,7 @@ "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1544,7 +1544,7 @@ "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.", "document": "dmag-e", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -1575,7 +1575,7 @@ "desc": "By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -1606,7 +1606,7 @@ "desc": "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1637,7 +1637,7 @@ "desc": "Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [Conditions]({{ base_url }}/sections/conditions)), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [Conditions]({{ base_url }}/sections/conditions).", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1668,7 +1668,7 @@ "desc": "This spell can be cast when you are hit by an enemy's attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1699,7 +1699,7 @@ "desc": "Deep Magic: clockwork One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1761,7 +1761,7 @@ "desc": "You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1792,7 +1792,7 @@ "desc": "You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1823,7 +1823,7 @@ "desc": "Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1854,7 +1854,7 @@ "desc": "Deep Magic: clockwork You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.", "document": "dmag-e", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1885,7 +1885,7 @@ "desc": "Deep Magic: clockwork You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1916,7 +1916,7 @@ "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1947,7 +1947,7 @@ "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1978,7 +1978,7 @@ "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", diff --git a/data/v2/kobold-press/kp/Spell.json b/data/v2/kobold-press/kp/Spell.json index eb391e6f..41d419e7 100644 --- a/data/v2/kobold-press/kp/Spell.json +++ b/data/v2/kobold-press/kp/Spell.json @@ -7,7 +7,7 @@ "desc": "The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.", "document": "kp", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "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 spell ends if you or any target of this spell attacks or casts a spell.", "target_type": "creature", "range": "Self", @@ -38,7 +38,7 @@ "desc": "By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target. The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead. A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target. Only spells that have a single target can be transferred via blood stike. For example, a lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.", "document": "kp", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -69,7 +69,7 @@ "desc": "Deep Magic: summoning You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.", "document": "kp", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -100,7 +100,7 @@ "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.", "document": "kp", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -131,7 +131,7 @@ "desc": "You draw forth the ebbing life force of a creature and question it. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you temporarily prevent its spirit from passing into the next realm. You are able to hear the spirit, though the spirit doesn't appear to any creature without the ability to see invisible creatures. The spirit communicates directly with your psyche and cannot see or hear anything but what you tell it. You can ask the spirit a number of questions equal to your proficiency bonus. Questions must be asked directly; a delay of more than 10 seconds between the spirit answering one question and you asking another allows the spirit to escape into the afterlife. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. The spirit cannot lie to you, but it can refuse to answer a question that would harm its living family or friends, or truthfully answer that it doesn't know. Once the spirit answers your allotment of questions, it passes on.", "document": "kp", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +162,7 @@ "desc": "You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws. An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.", "document": "kp", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -193,7 +193,7 @@ "desc": "You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.", "document": "kp", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.", "target_type": "creature", "range": "120 feet", @@ -224,7 +224,7 @@ "desc": "You draw forth the ebbing life force of a creature and use it to feed the worms. Upon casting this spell, you touch a creature that dropped to 0 hit points since your last turn. If it fails a Constitution saving throw, its body is completely consumed by worms in moments, leaving no remains. In its place is a swarm of worms (treat as a standard swarm of insects) that considers all other creatures except you as enemies. The swarm remains until it's killed.", "document": "kp", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -255,7 +255,7 @@ "desc": "Deep Magic: forest-bound You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can't extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "60 feet", @@ -286,7 +286,7 @@ "desc": "Deep Magic: Rothenian You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.", "document": "kp", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -319,7 +319,7 @@ "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.", "document": "kp", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -350,7 +350,7 @@ "desc": "Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.", "document": "kp", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -383,7 +383,7 @@ "desc": "Deep Magic: forest-bound You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can't extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "30 feet", @@ -414,7 +414,7 @@ "desc": "Deep Magic: forest-bound While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don't know its exact location. This doesn't allow you to locate the ley lines themselves, just any use or modification of them.", "document": "kp", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -445,7 +445,7 @@ "desc": "For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature-whichever is most relevant) check to determine to where and when the portal leads.", "document": "kp", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -476,7 +476,7 @@ "desc": "You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can't see the open sky. If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.", "document": "kp", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -509,7 +509,7 @@ "desc": "When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.", "document": "kp", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -540,7 +540,7 @@ "desc": "You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.", "document": "kp", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -604,7 +604,7 @@ "desc": "When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon's home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM's discretion. Once the spell's duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).", "document": "kp", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.", "target_type": "object", "range": "10 feet", @@ -635,7 +635,7 @@ "desc": "You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.", "document": "kp", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.", "target_type": "creature", "range": "Touch", @@ -666,7 +666,7 @@ "desc": "When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents. When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as invisible or the attacker is blind, the spell has no effect.", "document": "kp", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -697,7 +697,7 @@ "desc": "You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.", "document": "kp", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -728,7 +728,7 @@ "desc": "The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3", "document": "kp", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +759,7 @@ "desc": "Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.", "document": "kp", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -790,7 +790,7 @@ "desc": "This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.\n When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can't grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, giving the creature half cover.", "document": "kp", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -821,7 +821,7 @@ "desc": "You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the *remove curse* spell.\n While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.", "document": "kp", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +852,7 @@ "desc": "You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.", "document": "kp", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -883,7 +883,7 @@ "desc": "Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.", "document": "kp", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -914,7 +914,7 @@ "desc": "You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature's spell save DC or spellcasting ability bonus.", "document": "kp", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -945,7 +945,7 @@ "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.", "document": "kp", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "10 miles", diff --git a/data/v2/kobold-press/toh/Spell.json b/data/v2/kobold-press/toh/Spell.json index 61e8df07..80f8db1e 100644 --- a/data/v2/kobold-press/toh/Spell.json +++ b/data/v2/kobold-press/toh/Spell.json @@ -7,7 +7,7 @@ "desc": "You touch a wooden, plaster, or stone surface and create a passage with two trapdoors. The first trapdoor appears where you touch the surface, and the other appears at a point you can see up to 30 feet away. The two trapdoors can be wooden with a metal ring handle, or they can match the surrounding surfaces, each with a small notch for opening the door. The two trapdoors are connected by an extradimensional passage that is up to 5 feet wide, up to 5 feet tall, and up to 30 feet long. The trapdoors don't need to be on the same surface, allowing the passage to connect two separated locations, such as the two sides of a chasm or river. The passage is always straight and level for creatures inside it, and the creatures exit the tunnel in such a way that allows them to maintain the same orientation as when they entered the passage. No more than five creatures can transit the passage at the same time.\n When the spell ends and the trapdoors disappear, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest the end of the passage closest to them.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the length of the passage and the distance you can place the second trapdoor increases by 10 feet for each slot level above 3rd.", "target_type": "point", "range": "Touch", @@ -38,7 +38,7 @@ "desc": "You bolster the defenses of those nearby. Choose up to twelve willing creatures in range. When an affected creature is within 5 feet of at least one other affected creature, they create a formation. The formation must be a contiguous grouping of affected creatures, and each affected creature must be within 5 feet of at least one other affected creature within the formation. If the formation ever has less than two affected creatures, it ends, and an affected creature that moves further than 5 feet from other creatures in formation is no longer in that formation. Affected creatures don't have to all be in the same formation, and they can create or end as many formations of various sizes as they want for the duration of the spell. Each creature in a formation gains a bonus depending on how many affected creatures are in that formation.\n ***Two or More Creatures.*** Each creature gains a +2 bonus to AC.\n ***Four or More Creatures.*** Each creature gains a +2 bonus to AC, and when it hits with any weapon, it deals an extra 1d6 damage of the weapon's type.\n ***Six or More Creatures.*** Each creature gains a +3 bonus to AC, and when it hits with any weapon, it deals an extra 2d6 damage of the weapon's type.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -69,7 +69,7 @@ "desc": "This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.\n An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.", "document": "toh", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -100,7 +100,7 @@ "desc": "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):\n* One ally gains advantage on its next attack roll, saving throw, or ability check.\n* An enemy has disadvantage on the next attack roll it makes against you or an ally.\n* You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.\n* Three allies who can see and hear you on your turn are given the benefit of a *bless*, *guidance*, or *resistance spell* on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.", "document": "toh", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -131,7 +131,7 @@ "desc": "You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target's Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target's Strength modifier on a hit. The target's bite doesn't inflict lycanthropy.", "document": "toh", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.", "target_type": "creature", "range": "30 feet", @@ -162,7 +162,7 @@ "desc": "When you cast this spell, you touch a pair of objects. Each object must be small enough to fit in one hand. While holding one of the objects, you can sense the direction to the other object's location.\n If the paired object is in motion, you know the direction and relative speed of its movement (walking, running, galloping, or similar). When the two objects are within 30 feet of each other, they vibrate faintly unless they are touching. If you aren't holding either item and the spell hasn't ended, you can sense the direction of the closest of the two objects within 1,000 feet of you, and you can sense if it is in motion. If neither object is within 1,000 feet of you, you sense the closest object as soon as you come within 1,000 feet of one of them. If an inch or more of lead blocks a direct path between you and an affected object, you can't sense that object.", "document": "toh", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -193,7 +193,7 @@ "desc": "You imbue a willing creature that you can see within range with vitality and fury. The target gains 1d6 temporary hit points, has advantage on Strength checks, and deals an extra 1d6 damage when it hits with a weapon attack. When the spell ends, the target suffers one level of exhaustion for 1 minute.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -224,7 +224,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on weapon attack rolls. In addition, when an affected creature rolls damage dice for a successful attack, it must roll the weapon's damage dice twice and use the lower total. 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.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -255,7 +255,7 @@ "desc": "You create a ward that bolsters a structure or a collection of structures that occupy up to 2,500 square feet of floor space. The bolstered structures can be up to 20 feet tall and shaped as you desire. You can ward several small buildings in a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. For the purpose of this spell, “structures” include walls, such as the palisade that might surround a small fort, provided the wall is no more than 20 feet tall.\n For the duration, each structure you bolstered has a damage threshold of 5. If a structure already has a damage threshold, that threshold increases by 5.\n This spell protects only the walls, support beams, roofs, and similar that make up the core components of the structure. It doesn't bolster objects within the structures, such as furniture.\n The protected structure or structures radiate magic. A *dispel magic* cast on a structure removes the bolstering from only that structure. You can create a permanently bolstered structure or collection of structures by casting this spell there every day for one year.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the square feet of floor space you can bolster increases by 500 and the damage threshold increases by 2 for each slot level above 3rd.", "target_type": "area", "range": "120 feet", @@ -286,7 +286,7 @@ "desc": "You cause a swirling gyre of dust, small rocks, and wind to encircle a creature you can see within range. The target must succeed on a Dexterity saving throw or have disadvantage on attack rolls and on Wisdom (Perception) checks. At the end of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.\n In addition, if the target is within a cloud or gas, such as the area of a *fog cloud* spell or a dretch's Fetid Cloud, the affected target has disadvantage on this spell's saving throws and on any saving throws associated with being in the cloud or gas, such as the saving throw to reduce the poison damage the target might take from starting its turn in the area of a *cloudkill* spell.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute, and the spell doesn't require concentration.", "target_type": "creature", "range": "120 feet", @@ -350,7 +350,7 @@ "desc": "You cause a cloud of illusory butterflies to swarm around a target you can see within range. The target must succeed on a Charisma saving throw or be charmed for the duration. While charmed, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|------|-------------------|\n| 1 | The 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't take an action this turn. |\n| 2-6 | The creature doesn't take an action this turn. |\n| 7-8 | The 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| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -381,7 +381,7 @@ "desc": "You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects.\n ***Suppress Hold.*** You can suppress any effect causing the 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 ***Suppress Hostility.*** 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 allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -412,7 +412,7 @@ "desc": "You send your allies and your enemies to opposite sides of the battlefield. Pick a cardinal direction. With a shout and a gesture, you and up to five willing friendly creatures within range are teleported up to 90 feet in that direction to spaces you can see. At the same time, up to six hostile creatures within range must make a Wisdom saving throw. On a failed save, the hostile creature is teleported up to 90 feet in the opposite direction of where you teleport yourself and the friendly creatures to spaces you can see. You can't teleport a target into dangerous terrain, such as lava or off the edge of a cliff, and each target must be teleported to an unoccupied space that is on the ground or on a floor.", "document": "toh", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -443,7 +443,7 @@ "desc": "You summon a construct of challenge rating 5 or lower to harry your foes. It appears in an unoccupied space you can see within range. It disappears when it drops to 0 hit points or when the spell ends.\n The construct is friendly to you and your companions for the duration. Roll initiative for the construct, 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 construct, it defends itself from hostile creatures but otherwise takes no actions.\n If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it.\n The construct deals double damage to objects and structures.\n The GM has the construct's statistics.", "document": "toh", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "60 feet", @@ -474,7 +474,7 @@ "desc": "You sprinkle some graveyard dirt before you and call forth vengeful spirits. The spirits erupt from the ground at a point you choose within range and sweep outward. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and becomes frightened for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.\n At the end of each of its turns, a creature frightened by this spell can make another saving throw. On a success, this spell ends on the creature.", "document": "toh", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -507,7 +507,7 @@ "desc": "You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.", "document": "toh", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -538,7 +538,7 @@ "desc": "You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn't expend a spell slot if it fails to cast the spell.", "document": "toh", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -571,7 +571,7 @@ "desc": "You study a creature you can see within range, learning its weaknesses. The creature must make a Charisma saving throw. If it fails, you learn its damage vulnerabilities, damage resistances, and damage immunities, and the next attack one of your allies in range makes against the target before the end of your next turn has advantage.", "document": "toh", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -602,7 +602,7 @@ "desc": "When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.", "document": "toh", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -668,7 +668,7 @@ "desc": "You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.", "document": "toh", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -699,7 +699,7 @@ "desc": "You attempt to convince a creature to enter a paranoid, murderous rage. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be convinced those around it intend to steal anything and everything it possesses, from its position of employment, to the affections of its loved ones, to its monetary wealth and possessions, no matter how trusted those nearby might be or how ludicrous such a theft might seem. While affected by this spell, the target must use its action to attack the nearest creature other than itself or you. If the target starts its turn with no other creature near enough to move to and attack, the target can make another Wisdom saving throw. On a success, the target's head clears momentarily and it can act freely that turn. If the target starts its turn a second time with no other creature near enough to move to and attack, it can make another Wisdom saving throw. On a success, the spell ends on the target.\n Each time the target takes damage, it can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -730,7 +730,7 @@ "desc": "You spend an hour anointing a rose with scented oils and imbuing it with fey magic. The first creature other than you that touches the rose before the spell ends pricks itself on the thorns and must make a Charisma saving throw. On a failed save, the creature falls into a deep slumber for 24 hours, and it can be awoken only by the greater restoration spell or similar magic or if you choose to end the spell as an action. While slumbering, the creature doesn't need to eat or drink, and it doesn't age.\n Each time the creature takes damage, it makes a new Charisma saving throw. On a success, the spell ends on the creature.", "document": "toh", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration of the slumber increases to 7 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year with a 9th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -761,7 +761,7 @@ "desc": "You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\n Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn.\n ***Round 2.*** Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms.\n ***Round 3.*** Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone.\n ***Round 4.*** The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-footradius sphere centered on the cinder cone.\n ***Round 5.*** The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage.\n ***Rounds 6-10.*** The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5.\n When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.", "document": "toh", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -794,7 +794,7 @@ "desc": "You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it's distracted by your illusory copy.", "document": "toh", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -825,7 +825,7 @@ "desc": "You enchant up to 1 pound of food or 1 gallon of drink within range with fey magic. Choose one of the effects below. For the duration, any creature that consumes the enchanted food or drink, up to four creatures per pound of food or gallon of drink, must succeed on a Charisma saving throw or succumb to the chosen effect.\n ***Slumber.*** The creature falls asleep and is unconscious for 1 hour. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\n ***Friendly Face.*** The creature is charmed by you for 1 hour. If you or your allies do anything harmful to it, the creature can make another Charisma saving throw. On a success, the spell ends on the creature.\n ***Muddled Memory.*** The creature remembers only fragments of the events of the past hour. A remove curse or greater restoration spell cast on the creature restores the creature's memory.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can enchant an additional pound of food or gallon of drink for each slot level over 3rd.", "target_type": "creature", "range": "10 feet", @@ -887,7 +887,7 @@ "desc": "One creature of your choice that you can see within range is teleported to an unoccupied space you can see up to 60 feet above you. The space can be open air or a balcony, ledge, or other surface above you. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A creature teleported to open air immediately falls, taking falling damage as normal, unless it can fly or it has some other method of catching itself or preventing a fall. A creature can't be teleported into a solid object.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "If 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 targets must be within 30 feet of each other when you target them, but they don't need to be teleported to the same locations.", "target_type": "creature", "range": "60 feet", @@ -982,7 +982,7 @@ "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.", "document": "toh", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "1 mile", @@ -1015,7 +1015,7 @@ "desc": "You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can't take actions on its next two turns.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1046,7 +1046,7 @@ "desc": "With a word, you gesture across an area and cause the terrain to rise up into a 10-foot-tall hillock at a point you choose within range. You must be outdoors to cast this spell. The hillock is up to 30 feet long and up to 15 feet wide, and it must be in a line. If the hillock cuts through a creature's space when it appears, the creature is pushed to one side of the hillock or to the top of the hillock (your choice). The ranged attack distance for a creature on top of the hillock is doubled, provided the target is at a lower elevation than the creature on the hillock. At the GM's discretion, creatures on top of the hillock gain any additional bonuses or penalties that higher elevation might provide, such as advantage on attacks against those on lower elevations, being easier to spot, longer sight distance, or similar.\n The steep sides of the hillock are difficult to climb. A creature at the bottom of the hillock that attempts to move up to the top must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to climb to the top of the hillock.\n This spell can't manipulate stone construction, and rocks and structures shift to accommodate the hillock. If the hillock's formation would make a structure unstable, the hillock fails to form in the structure's spaces. Similarly, this spell doesn't directly affect plant growth. The hillock carries any plants along with it.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell at 4th level or higher, you can increase the width of the hillock by 5 feet or the length by 10 feet for each slot above 3rd.", "target_type": "area", "range": "60 feet", @@ -1077,7 +1077,7 @@ "desc": "You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one.\n At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.", "document": "toh", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1110,7 +1110,7 @@ "desc": "You reach out toward a creature and call to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. You can't teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1141,7 +1141,7 @@ "desc": "You transform a handful of materials into a Huge armored vehicle. The vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The vehicle can hold up to four Medium creatures within it.\n A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.", "document": "toh", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1205,7 +1205,7 @@ "desc": "For the duration, one willing creature you touch has resistance to poison damage and advantage on saving throws against poison. When the affected creature makes a Constitution saving throw against an effect that deals poison damage or that would cause the creature to become poisoned, the creature can choose to succeed on the saving throw. If it does so, the spell ends on the creature.\n While affected by this spell, a creature can't gain any benefit from consuming magical foodstuffs, such as those produced by the goodberry and heroes' feast spells, and it doesn't suffer ill effects from consuming potentially harmful, nonmagical foodstuffs, such as spoiled food or non-potable water. The creature is affected normally by other consumable magic items, such as potions. The creature can identify poisoned food by a sour taste, with deadlier poisons tasting more sour.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -1236,7 +1236,7 @@ "desc": "You create a magical tether of pulsing, golden force between two willing creatures you can see within range. The two creatures must be within 15 feet of each other. The tether remains as long as each tethered creature ends its turn within 15 feet of the other tethered creature. If a tethered creature ends its turn more than 15 feet away from its tethered partner, the spell ends. Though the tether appears as a thin line, its effect extends the full height of the tethered creatures and can affect prone or hovering creatures, provided the hovering creature hovers no higher than the tallest tethered creature.\n Any creature that touches the tether or ends its turn in a space the tether passes through must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. A creature that makes this saving throw, whether it succeeds or fails, can't be affected by the tether again until the start of your next turn.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the maximum distance between the tethered creatures increases by 5 feet, and the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -1269,7 +1269,7 @@ "desc": "You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1300,7 +1300,7 @@ "desc": "You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1333,7 +1333,7 @@ "desc": "A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened.", "document": "toh", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -1395,7 +1395,7 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with darkvision inside the radius sees the area as if it were filled with bright light. The miasma doesn't shed light, and a creature with darkvision inside the radius can still see outside the radius as normal. A creature with darkvision outside the radius or a creature without darkvision sees only that the object is surrounded by wisps of shadow.\n Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn't shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell.\n If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "object", "range": "Touch", @@ -1426,7 +1426,7 @@ "desc": "While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target's mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM's discretion.\n Once before the spell ends, you can use an action to trigger the magical effect in the target's mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect.\n *A greater restoration* or *wish* spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.", "document": "toh", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1459,7 +1459,7 @@ "desc": "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.\n A creature killed by this spell is reduced to ash.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "40 feet", @@ -1492,7 +1492,7 @@ "desc": "You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1523,7 +1523,7 @@ "desc": "With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "Self", @@ -1585,7 +1585,7 @@ "desc": "You create a brief flash of light, loud sound, or other distraction that interrupts a creature's attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.", "document": "toh", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1616,7 +1616,7 @@ "desc": "The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1647,7 +1647,7 @@ "desc": "You touch a nonmagical weapon. The next time a creature hits with the affected weapon before the spell ends, the weapon booms with a thunderous peal as the weapon strikes. The attack deals an extra 1d6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.", "document": "toh", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "object", "range": "Touch", @@ -1678,7 +1678,7 @@ "desc": "When the target is reduced to 0 hit points, it can fight looming death to stay in the fight. The target doesn't fall unconscious but must still make death saving throws, as normal. The target doesn't need to make a death saving throw until the end of its next turn, but it has disadvantage on that first death saving throw. In addition, massive damage required to kill the target outright must equal or exceed twice the target's hit point maximum instead. If the target regains 1 or more hit points, this spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the target doesn't have disadvantage on its first death saving throw.", "target_type": "point", "range": "60 feet", @@ -1709,7 +1709,7 @@ "desc": "You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon's damage dice twice, using the lower total.\n Completing the task ends the spell early. Should you issue a suicidal task, 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.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1740,7 +1740,7 @@ "desc": "When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn't interrupt your ally's opportunity attack, which happens before the effects of this spell.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1771,7 +1771,7 @@ "desc": "Until this spell ends, the hands and feet of one willing creature within range become oversized and more powerful. For the duration, the creature adds 1d4 to damage it deals with its unarmed strike.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1835,7 +1835,7 @@ "desc": "You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it.\n For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can't be charmed by it again for 24 hours.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1866,7 +1866,7 @@ "desc": "You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.\n On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.\n For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.", "target_type": "creature", "range": "300 feet", @@ -1897,7 +1897,7 @@ "desc": "You create a magical portal on a surface in an unoccupied space you can see within range. The portal occupies up to 5 square feet of the surface and is instantly covered with an illusion. The illusion looks like the surrounding terrain or surface features, such as mortared stone if the portal is placed on a stone wall, or a simple image of your choice like those created by the *minor illusion* spell. A creature that touches, steps on, or otherwise interacts with or enters the portal must succeed on a Wisdom saving throw or be teleported to an unoccupied space up to 30 feet away in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can't be teleported into a solid object.\n Physical interaction with the illusion reveals it to be an illusion, but such touching triggers the portal's effect. A creature that uses an action to examine the area where the portal is located can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional portal for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -1928,7 +1928,7 @@ "desc": "You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone.\n As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1994,7 +1994,7 @@ "desc": "As the bell rings, a burst of necrotic energy ripples out in a 20-foot-radius sphere from a point you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is marked with necrotic energy for the duration. If a marked creature is reduced to 0 hit points or dies before the spell ends, you regain hit points equal to 2d8 + your spellcasting ability modifier. Alternatively, you can choose for one ally you can see within range to regain the hit points instead.", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.", "target_type": "point", "range": "60 feet", @@ -2089,7 +2089,7 @@ "desc": "You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.", "document": "toh", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2120,7 +2120,7 @@ "desc": "You temporarily halt the fall of up to a 10-foot cube of nonmagical objects or debris, saving those who might have been crushed. The falling material's rate of descent slows to 60 feet per round and comes to a stop 5 feet above the ground, where it hovers until the spell ends. This spell can't prevent missile weapons from striking a target, and it can't slow the descent of an object larger than a 10-foot cube. However, at the GM's discretion, it can slow the descent of a section of a larger object, such as the wall of a falling building or a section of sail and rigging tied to a falling mast.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cube of debris and objects you can halt increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "120 feet", @@ -2151,7 +2151,7 @@ "desc": "Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature's level (or CR for a creature without a level) + your spellcasting ability modifier.", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2182,7 +2182,7 @@ "desc": "You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2213,7 +2213,7 @@ "desc": "You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn't room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2275,7 +2275,7 @@ "desc": "You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in 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, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell's targets.", "target_type": "creature", "range": "30 feet", @@ -2306,7 +2306,7 @@ "desc": "You draw back and release an imaginary bowstring while aiming at a point you can see within range. Bolts of arrow-shaped lightning shoot from the imaginary bow, and each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "60 feet", @@ -2339,7 +2339,7 @@ "desc": "A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.", "document": "toh", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.", "target_type": "area", "range": "Self", @@ -2370,7 +2370,7 @@ "desc": "You unleash a shout that coats all creatures in a 30'foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren't silvered for 1 minute.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2465,7 +2465,7 @@ "desc": "With a word, you create a barricade of pointed, wooden poles, also known as a cheval de frise, to block your enemies' progress. The barricade is composed of six 5-foot cube barriers made of wooden spikes mounted on central, horizontal beams.\n Each barrier doesn't need to be contiguous with another barrier, but each barrier must appear in an unoccupied space within range. Each barrier is difficult terrain, and a barrier provides half cover to a creature behind it. When a creature enters a barrier's area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 piercing damage.\n The barriers are objects made of wood that can be damaged and destroyed. Each barrier has AC 13, 20 hit points, and is vulnerable to bludgeoning and fire damage. Reducing a barrier to 0 hit points destroys it.\n If you maintain your concentration on this spell for its whole duration, the barriers become permanent and can't be dispelled. Otherwise, the barriers disappear when the spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of barriers you create increases by two for each slot level above 3rd.", "target_type": "creature", "range": "90 feet", @@ -2496,7 +2496,7 @@ "desc": "You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell's duration, it takes 3d6 psychic damage. Then the spell ends.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -2562,7 +2562,7 @@ "desc": "A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack.\n At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -2593,7 +2593,7 @@ "desc": "You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you're wearing and equipment you're carrying at the time of the casting. It uses the statistics of an earth elemental.\n For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate 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 “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn't receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can't attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail.\n As a bonus action, you can see through the duplicate's eyes and hear what it hears as if you were in the duplicate's space, gaining the benefits of the earth elemental's darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate's senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.\n The duplicate explodes at the end of the duration, if you didn't cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Self", @@ -2626,7 +2626,7 @@ "desc": "With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area 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 half the damage and isn't knocked prone. The bears disappear after making their charge.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2659,7 +2659,7 @@ "desc": "You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot'wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2692,7 +2692,7 @@ "desc": "You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth.\n If 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 the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.", "document": "toh", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2723,7 +2723,7 @@ "desc": "You hinder the natural attacks of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, any time the creature attacks with a bite, claw, slam, or other weapon that isn't manufactured, it must roll the weapon's damage dice twice and use the lower total. 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. This spell has no effect on constructs.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -2754,7 +2754,7 @@ "desc": "You veil a willing creature you can see within range in an illusion others perceive as their worst nightmares given flesh. When the affected creature moves at least 10 feet straight toward a creature and attacks it, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the affected creature’s attack hits the frightened target, the affected creature can roll the attack’s damage dice twice and use the higher total.\n At the end of each of its turns, a creature frightened by this spell can make another Wisdom saving throw. On a success, the creature is no longer frightened and can’t be frightened by this spell again for 24 hours.", "document": "toh", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -2785,7 +2785,7 @@ "desc": "You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it.\n When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2816,7 +2816,7 @@ "desc": "You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature.\n Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.", "document": "toh", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2847,7 +2847,7 @@ "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n When this spell ends, a creature affected by it suffers one level of exhaustion.", "document": "toh", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/warlock/Spell.json b/data/v2/kobold-press/warlock/Spell.json index 8c3585d1..5080cf80 100644 --- a/data/v2/kobold-press/warlock/Spell.json +++ b/data/v2/kobold-press/warlock/Spell.json @@ -7,7 +7,7 @@ "desc": "You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -38,7 +38,7 @@ "desc": "The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell's duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell's effect.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -69,7 +69,7 @@ "desc": "You capture some of the fading life essence of the triggering creature, drawing on the energy of the tenuous moment between life and death. You can then use this essence to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 6d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can't be triggered by the death of a construct or an undead creature, and it can't restore hit points to constructs or undead.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -100,7 +100,7 @@ "desc": "You bless up all allied creatures of your choice within range. Whenever a target lands a successful hit before the spell ends, the target can add 1 to the damage roll. When cast by multiple casters chanting in unison, the same increases to 2 points added to the damage roll.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can extend the range by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -164,7 +164,7 @@ "desc": "You affect a group of the same plants or animals within range, giving them a harmless and attractive appearance. If a creature studies one of the enchanted plants or animals, it must make a Wisdom saving throw. If it fails the saving throw, it is charmed by the plant or animal until the spell ends or until another creature other than one of its allies does anything harmful to it. While the creature is charmed and stays within sight of the enchanted plants or animals, it has disadvantage on Wisdom (Perception) checks as well as checks to notice signs of danger. If the charmed creature attempts to move out of sight of the spell's subject, it must make a second Wisdom saving throw. If it fails the saving throw, it refuses to move out of sight of the spell's subject. It can repeat this save once per minute. If it succeeds, it can move away, but it remains charmed.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional group of plants or animals for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -195,7 +195,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.", "document": "warlock", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -226,7 +226,7 @@ "desc": "Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell's effect ends. Recasting the spell on subsequent days maintains the existing tent for another 24 hours.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -290,7 +290,7 @@ "desc": "You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.", "document": "warlock", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.", "target_type": "area", "range": "10 feet", @@ -321,7 +321,7 @@ "desc": "You gain a portentous voice of compelling power, commanding all undead within 60 feet that fail a Wisdom saving throw. This overrides any prior loyalty to spellcasters such as necromancers or evil priests, and it can nullify the effect of a Turn Undead result from a cleric.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -352,7 +352,7 @@ "desc": "You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.", "target_type": "point", "range": "30 feet", @@ -383,7 +383,7 @@ "desc": "When you cast this spell, you open a conduit to the Castle Library, granting access to difficult-to-obtain information. For the spell's duration, you double your proficiency bonus whenever you make an Intelligence check to recall information about any subject. Additionally, you can gain advantage on an Intelligence check to recall information. To do so, you must either sacrifice another lore-filled book or succeed on a Charisma saving throw. On a failed save, the spell ends, and you have disadvantage on all Intelligence checks to recall information for 1 week. A wish spell ends this effect.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -414,7 +414,7 @@ "desc": "Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons-a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements. Each time a creature targets you with an attack during the spell's duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false as with truesight.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -445,7 +445,7 @@ "desc": "You alter the mental state of one creature you can see within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. 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. A creature with an Intelligence score of 4 or less isn't affected by this spell.\n ***Sleep Paralysis.*** Overwhelming heaviness and fatigue overcome the creature, slowing it. The creature's speed is halved, and it has disadvantage on weapon attacks.\n ***Phantasmata.*** The creature imagines vivid and terrifying hallucinations centered on a point of your choice within range. For the duration, the creature is frightened, and it must take the Dash action and move away from the point you chose by the safest available route on each of its turns, unless there is nowhere to move.\n ***False Awakening.*** The creature enters a trancelike state of consciousness in which it's not fully aware of its surroundings. It can't take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior. Each time the target takes damage, it makes a new Intelligence saving throw. On a success, the spell ends on the target.\n\n| d4 | Behavior | \n|-----|-----------| \n| 1 | The creature takes the Dash action and uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. | \n| 2 | The creature uses its action to pantomime preparing for its day: brushing teeth and hair, bathing, eating, or similar activity. | \n| 3 | The creature moves up to its speed toward a randomly determined creature and uses its action to make one melee attack against that creature. If there is no creature within range, the creature does nothing this turn. | \n| 4 | The creature does nothing this turn. |", "document": "warlock", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "90 feet", @@ -476,7 +476,7 @@ "desc": "Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature's space.", "document": "warlock", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -507,7 +507,7 @@ "desc": "By means of this spell, you make a target building seem much less important or ostentatious than it is. You can give the target an unremarkable appearance or one that blends in with nearby buildings. By its nature, this spell does not allow you to specify features that would make the building stand out. You also cannot make a building look more opulent to match surrounding buildings. You can make the building appear smaller or larger that its actual size to better fit into its environs. However, these size changes are noticeable with cursory physical inspection as an object will pass through extra illusory space or bump into a seemingly smaller section of the building. A creature can use its action to inspect the building and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware the building has been disguised. In addition to you dispelling inconspicuous facade, the spell ends if the target building is destroyed.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "100 feet", @@ -538,7 +538,7 @@ "desc": "This spell animates the recently dead to remove them from a battlefield. Choose one corpse of a Medium or Small humanoid per level of the caster (within range). Your spell imbues the targets with an animating spirit, raising them as construct creatures similar in appearance to flesh golems, though with the strength and abilities of zombies. Dwarves use this to return the bodies of the fallen to clan tombs and to deny the corpses the foul attention of ghouls, necromancers, and similar foes. On each of your turns, you can use a bonus action to mentally command all the creatures you made with this spell if the creatures are within 60 feet of you. You decide what action the creatures will take and where they will move during the next day; you cannot command them to guard. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order and direction of march, the creatures continue to follow it until they arrive at the destination you named or until 24 hours have elapsed when the spell ends and the corpses fall lifeless once more. To tell creatures to move for another 24 hours, you must cast this spell on the creatures again before the current 24-hour period ends. This use of the spell reasserts your control over up to 50 creatures you have animated with this spell rather than animating a new one.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional construct creatures for each slot level above 3rd (two creatures/level at 4th, three creatures/level at 5th). Each of the creatures must come from a different corpse.", "target_type": "creature", "range": "50 feet", @@ -600,7 +600,7 @@ "desc": "You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell's duration, the mirror remains anchored in the plane of origin, where it can't be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm.\n The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don't appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain.\n Sound passes through the mirror in both directions. Creatures in the mirror realm can see what's happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can't cross it at all. You can't stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa.\n The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can't exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog.\n Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space.\n If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can't be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn't affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.", "document": "warlock", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -631,7 +631,7 @@ "desc": "While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can't be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.", "document": "warlock", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.", "target_type": "object", "range": "10 feet", @@ -662,7 +662,7 @@ "desc": "You touch a weapon or a bundle of 30 ammunition, imbuing them with spell energy. Any creature damaged by a touched, affected weapon leaves an invisibly glowing trail of their path until the spell expires. The caster may see this trail by casting revenge's eye or see invisible. Any other caster may see the trail by casting see invisible. Casting dispel magic on an affected creature causes that creature to stop generating a trail, and the trail fades over the next hour.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast the spell using a slot of 4th level or higher, you can target one additional weapon or bundle of ammunition for each slot level above fourth.", "target_type": "creature", "range": "Touch", @@ -693,7 +693,7 @@ "desc": "By sketching a shimmering, ethereal doorway in the air and knocking three times, you call forth an otherworldly entity to provide insight or advice. The door swings open and the entity, wreathed in shadow or otherwise obscured, appears at the threshold. It answers up to five questions truthfully and to the best of its ability, but its answers aren't necessarily clear or direct. The entity can't pass through the doorway or interact with anything on your side of the doorway other than by speaking its responses.\n Likewise, creatures on your side of the doorway can't pass through it to the other side or interact with the other side in any way other than asking questions. In addition, the spell allows you and the creature to understand each other's words even if you have no language in common, the same as if you were both under the effects of the comprehend languages spell.\n When you cast this spell, you must request a specific, named entity, a specific type of creature, or a creature from a specific plane of existence. The target creature can't be native to the plane you are on when you cast the spell. After making this request, make an ability check using your spellcasting ability. The DC is 12 if you request a creature from a specific plane; 16 if you request a specific type of creature; or 20 if you request a specific entity. (The GM can choose to make this check for you secretly.) If the spellcasting check fails, the creature that responds to your summons is any entity of the GM's choosing, from any plane. No matter what, the creature is always of a type with an Intelligence of at least 8 and the ability to speak and to hear.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -724,7 +724,7 @@ "desc": "You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable use a bonus action on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing the clothing to slip down. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its Armor Class until the end of its next turn as it uses one hand to gather its slipping clothing. Only one of these effects can be used on a single creature at a time.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -755,7 +755,7 @@ "desc": "You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -788,7 +788,7 @@ "desc": "You touch an undead creature (dust and bones suffice) destroyed not more than 10 hours ago; the creature is surrounded by purple fire for 1 round and is returned to life with full hit points. This spell has no effect on any creatures except undead, and it cannot restore a lich whose phylactery has been destroyed, a vampire destroyed by sunlight, any undead whose remains are destroyed by fire, acid, or holy water, or any remains affected by a gentle repose spell. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the undead creature comes back to life. This spell closes all mortal wounds but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails. Sudden reassembly is an ordeal involving enormous expenditure of necrotic energy; ley line casters within 5 miles are aware that some great shift in life forces has occurred and a sense of its direction. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -819,7 +819,7 @@ "desc": "With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that's standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes.\n At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can't be affected by this spell.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -850,7 +850,7 @@ "desc": "You target a creature within range, and that creature must succeed on a Fortitude saving throw or become less resistant to lightning damage. A creature with immunity to lightning damage has advantage on this saving throw. On a failure, a creature with immunity to lightning damage instead has resistance to lightning damage for the spell's duration, and a creature with resistance to lightning damage loses its resistance for the duration. A creature without resistance to lightning damage that fails its saving throw takes double damage from lightning for the spell's duration. Remove curse or similar magic ends this spell.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, a creature with immunity to lightning damage no longer has advantage on its saving throw. If you use a spell slot of 9th level or higher, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -881,7 +881,7 @@ "desc": "You touch a creature's visual organs and grant them the ability to see the trail left by creatures damaged by a weapon you cast invisible creatures; it only reveals trails left by those affected by order of revenge also cast by the spellcaster.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -978,7 +978,7 @@ "desc": "Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1009,7 +1009,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5-20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone-travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement. Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1040,7 +1040,7 @@ "desc": "Deep Magic: battle You conjure up dozens of axes and direct them in a pattern in chopping, whirling mayhem. The blades fill eight 5-foot squares in a line 40 feet long or in a double-strength line 20 feet long and 10 deep. The axes cause 6d8 slashing damage to creatures in the area at the moment the spell is cast or half damage with a successful Dexterity saving throw. By maintaining concentration, you can move the swarm of axes up to 20 feet per round in any direction you wish. If the storm of axes moves into spaces containing creatures, they immediately must make another Dexterity saving throw or suffer damage again.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -1071,7 +1071,7 @@ "desc": "You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1104,7 +1104,7 @@ "desc": "Deep Magic: clockwork Once per day, you can cast this ritual to summon a Tiny clockwork beast doesn't require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1135,7 +1135,7 @@ "desc": "You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can't regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -1166,7 +1166,7 @@ "desc": "The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -1197,7 +1197,7 @@ "desc": "Upon casting this spell, one type of plant within range gains the ability to puff a cloud of pollen based on conditions you supply during casting. If the conditions are met, an affected plant sprays a pollen cloud in a 10-foot-radius sphere centered on it. Creatures in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of a poisoned creature's turn, it can make a Constitution saving throw. On a success, it is no longer poisoned. A plant can only release this pollen once within the duration.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1228,7 +1228,7 @@ "desc": "You touch a creature. The creature is warded against the effects of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant's nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant's nondescript cloak end immediately.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -1292,7 +1292,7 @@ "desc": "You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line. The spell creates a cloud of words in the caster's mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess. You make a Wisdom (Perception) check against the target person's Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -1323,7 +1323,7 @@ "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.", "document": "warlock", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", diff --git a/data/v2/open5e/o5e/Spell.json b/data/v2/open5e/o5e/Spell.json index ba286484..c5d66f6c 100644 --- a/data/v2/open5e/o5e/Spell.json +++ b/data/v2/open5e/o5e/Spell.json @@ -7,7 +7,7 @@ "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. 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 listed 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't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\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 possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\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.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -38,7 +38,7 @@ "desc": "A ray of green light appears at your fingertip, arcing towards a target within range.\n\nMake 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\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/wizards-of-the-coast/srd/Spell.json b/data/v2/wizards-of-the-coast/srd/Spell.json index 414d4267..f1f3e7c7 100644 --- a/data/v2/wizards-of-the-coast/srd/Spell.json +++ b/data/v2/wizards-of-the-coast/srd/Spell.json @@ -40,7 +40,7 @@ "desc": "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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -71,7 +71,7 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -102,7 +102,7 @@ "desc": "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. \n\nWhen you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -133,7 +133,7 @@ "desc": "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\n**Aquatic 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\n**Change 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 can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't 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\n**Natural 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -164,7 +164,7 @@ "desc": "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's 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's duration. If you or one of your companions harms the target, the spells ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -195,7 +195,7 @@ "desc": "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 \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" 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't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -226,7 +226,7 @@ "desc": "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 action 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's 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 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. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. \n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -257,7 +257,7 @@ "desc": "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's 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'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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "10 feet", @@ -288,7 +288,7 @@ "desc": "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't 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. \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### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined 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 object lacks 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 a 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. If 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 determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "object", "range": "120 feet", @@ -319,7 +319,7 @@ "desc": "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. The 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. If you move so that an affected creature is forced to pass through the barrier, the spell ends.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -350,7 +350,7 @@ "desc": "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't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\n**Targeted 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.\n\n**Areas of Magic.** The area of another spell or magical effect, such as fireball, can't 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.\n\n**Spells.** 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.\n\n**Magic 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's 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 a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\n**Magical 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 spell, temporarily closes while in the sphere.\n\n**Creatures 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.\n\n**Dispel 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't nullify each other.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -381,7 +381,7 @@ "desc": "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's effect.\n\n**Antipathy.** 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't see the target. If the creature moves more than 60 feet from the target and can't 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.\n\n **Sympathy.** 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 of it, 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't 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.\n\n**Ending 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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -412,7 +412,7 @@ "desc": "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. As 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't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -476,7 +476,7 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You 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. While 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -540,7 +540,7 @@ "desc": "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't being carried or worn by another creature. When 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\n**False 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's 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\n**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -571,7 +571,7 @@ "desc": "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't need food or air and doesn't age. Your 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-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your 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. The 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's 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's 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -602,7 +602,7 @@ "desc": "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- Weal, for good results \n- Woe, for bad results \n- Weal and woe, for both good and bad results \n- Nothing, for results that aren't especially good or bad The spell doesn't 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -633,7 +633,7 @@ "desc": "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. The 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's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -664,7 +664,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -695,7 +695,7 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're 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. If the target is native to a different plane of existence than the one you're 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't return.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -726,7 +726,7 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -757,7 +757,7 @@ "desc": "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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -788,7 +788,7 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: \n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. \n- While cursed, the target has disadvantage on attack rolls against you. \n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. \n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -819,7 +819,7 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. 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 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "90 feet", @@ -885,7 +885,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -916,7 +916,7 @@ "desc": "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. The spell has no effect on undead or constructs. If 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't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "document": "srd", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -949,7 +949,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -980,7 +980,7 @@ "desc": "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). At the start of your 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 than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1011,7 +1011,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1106,7 +1106,7 @@ "desc": "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't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When 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. If 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's damage increases by 1d10.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "120 feet", @@ -1139,7 +1139,7 @@ "desc": "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. Alternatively, 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1203,7 +1203,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "30 feet", @@ -1234,7 +1234,7 @@ "desc": "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't 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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "120 feet", @@ -1267,7 +1267,7 @@ "desc": "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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "point", "range": "150 feet", @@ -1300,7 +1300,7 @@ "desc": "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't be attacked or otherwise interacted with. When 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 benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "document": "srd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1331,7 +1331,7 @@ "desc": "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. At 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's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "document": "srd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1362,7 +1362,7 @@ "desc": "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. When 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 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't need to breathe. The 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "120 feet", @@ -1395,7 +1395,7 @@ "desc": "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't see). Starting 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'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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1426,7 +1426,7 @@ "desc": "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't 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't follow your command, the spell ends\n\n **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\n**Drop** The target drops whatever it is holding and then ends its turn.\n\n**Flee.** The target spends its turn moving away from you by the fastest available means.\n\n**Grovel.** The target falls prone and then ends its turn.\n\n**Halt.** The target doesn't 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -1457,7 +1457,7 @@ "desc": "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. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1488,7 +1488,7 @@ "desc": "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't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: \n- terrain and bodies of water \n- prevalent plants, minerals, animals, or peoples \n- powerful celestials, fey, fiends, elementals, or undead \n- influence from other planes of existence \n- buildings For 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -1519,7 +1519,7 @@ "desc": "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. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1550,7 +1550,7 @@ "desc": "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't 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. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1614,7 +1614,7 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. 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't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|---|---|\n| 1 | The 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’t take an action this turn. |\n| 2-6 | The creature doesn’t move or take actions this turn. |\n| 7-8 | The 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| 9-10 | The creature can act and move normally. |\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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "90 feet", @@ -1645,7 +1645,7 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One beast of challenge rating 2 or lower \n- Two beasts of challenge rating 1 or lower \n- Four beasts of challenge rating 1/2 or lower \n- Eight beasts of challenge rating 1/4 or lower \n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The 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't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "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, and four times as many with a 9th-level slot.", "target_type": "point", "range": "60 feet", @@ -1676,7 +1676,7 @@ "desc": "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. The 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't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", "target_type": "point", "range": "90 feet", @@ -1707,7 +1707,7 @@ "desc": "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. The 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't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "area", "range": "90 feet", @@ -1738,7 +1738,7 @@ "desc": "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. The 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't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't 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't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "90 feet", @@ -1769,7 +1769,7 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: \n- One elemental of challenge rating 2 or lower \n- Two elementals of challenge rating 1 or lower \n- Four elementals of challenge rating 1/2 or lower \n- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The 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't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "90 feet", @@ -1800,7 +1800,7 @@ "desc": "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- One fey creature of challenge rating 2 or lower \n- Two fey creatures of challenge rating 1 or lower \n- Four fey creatures of challenge rating 1/2 or lower \n- Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The 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't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -1831,7 +1831,7 @@ "desc": "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't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On 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't 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1862,7 +1862,7 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\n**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\n\n**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\n\n**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\n**Mindfire.** The creature's 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.\n\n**Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\n\n**Slimy 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1955,7 +1955,7 @@ "desc": "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\n**Flood.** 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. 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's 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\n **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's 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\n**Redirect 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's 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\n**Whirlpool.** 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. When 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't 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. The 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -1988,7 +1988,7 @@ "desc": "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't have a clear path to the sky ends the spell early. When 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. When 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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2019,7 +2019,7 @@ "desc": "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's level. On a success, the creature's spell fails and has no effect.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -2050,7 +2050,7 @@ "desc": "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't go bad.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2081,7 +2081,7 @@ "desc": "You either create or destroy water.\n\n**Create 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\n\n **Destroy 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "object", "range": "30 feet", @@ -2112,7 +2112,7 @@ "desc": "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.) 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. The 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "10 feet", @@ -2143,7 +2143,7 @@ "desc": "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. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration\n\n **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "object", "range": "30 feet", @@ -2267,7 +2267,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2329,7 +2329,7 @@ "desc": "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 spell ends.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2391,7 +2391,7 @@ "desc": "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. Each 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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2422,7 +2422,7 @@ "desc": "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. 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2453,7 +2453,7 @@ "desc": "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. 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2484,7 +2484,7 @@ "desc": "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. 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2515,7 +2515,7 @@ "desc": "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't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's 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 looms 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's 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. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't 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't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once 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't see it, but it must still be within range.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2546,7 +2546,7 @@ "desc": "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.\" You can bring along objects as long as their weight doesn't 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. If 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -2577,7 +2577,7 @@ "desc": "You make yourself - including your clothing, armor, weapons, and other belongings on your person - 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't 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. The 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 apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "Self", @@ -2608,7 +2608,7 @@ "desc": "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. A 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. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -2641,7 +2641,7 @@ "desc": "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\n**Break 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.\n\n**Dismissal.** 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't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2672,7 +2672,7 @@ "desc": "Choose one 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's level. On a successful check, the spell ends.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "120 feet", @@ -2703,7 +2703,7 @@ "desc": "Your magic and an offering put you in contact with a god or a god's 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. The spell doesn't 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 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2796,7 +2796,7 @@ "desc": "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. While 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 \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" 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. You 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. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -2827,7 +2827,7 @@ "desc": "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. While 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 \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" 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. You 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. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2858,7 +2858,7 @@ "desc": "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. While 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't receive further direction from you, it defends and preserves itself to the best of its ability. You 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. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -2889,7 +2889,7 @@ "desc": "This spell shapes a creature's 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't sleep, such as elves, can't 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 his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's 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's dreams. You 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's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Special", @@ -2922,7 +2922,7 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range: \n- You 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. \n- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. \n- You 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. \n- You instantly light or snuff out a candle, a torch, or a small campfire.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3019,7 +3019,7 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\n\n**Bear's Endurance.** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\n\n**Bull's Strength.** The target has advantage on strength checks, and his or her carrying capacity doubles.\n\n**Cat's Grace.** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\n\n**Eagle's Splendor.** The target has advantage on Charisma checks\n\n **Fox's Cunning.** The target has advantage on intelligence checks.\n\n**Owl's Wisdom.** The target has advantage on wisdom checks.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -3050,7 +3050,7 @@ "desc": "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. If 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\n**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn't 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's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. \n\n**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-­eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3081,7 +3081,7 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A 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. When the spell ends, the conjured plants wilt away.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -3112,7 +3112,7 @@ "desc": "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't 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3143,7 +3143,7 @@ "desc": "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't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't 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. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "area", "range": "Self", @@ -3174,7 +3174,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3205,7 +3205,7 @@ "desc": "For the spell's 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't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n\n**Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\n\n**Panicked.** 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\n\n **Sickened.** 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3236,7 +3236,7 @@ "desc": "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. Choose 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. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3298,7 +3298,7 @@ "desc": "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. The hound is invisible to all creatures except you and can't 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. At 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's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3329,7 +3329,7 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "document": "srd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "point", "range": "Self", @@ -3360,7 +3360,7 @@ "desc": "You project a phantasmal image of a creature's 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. While 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't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3391,7 +3391,7 @@ "desc": "Choose up to five falling creatures within range. A falling creature's 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3422,7 +3422,7 @@ "desc": "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. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't 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. At 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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "150 feet", @@ -3455,7 +3455,7 @@ "desc": "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. Your 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't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. 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. As 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. You 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. Finally, 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -3486,7 +3486,7 @@ "desc": "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, such as 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. Your 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. When 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. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3517,7 +3517,7 @@ "desc": "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 plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails. For 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3548,7 +3548,7 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A 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. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3579,7 +3579,7 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "document": "srd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3808,7 +3808,7 @@ "desc": "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. As 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's damage, and the sphere stops moving this turn. When 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -3841,7 +3841,7 @@ "desc": "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't affected. 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 stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3872,7 +3872,7 @@ "desc": "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. The 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. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3903,7 +3903,7 @@ "desc": "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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -3934,7 +3934,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "120 feet", @@ -3965,7 +3965,7 @@ "desc": "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't 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. In 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's 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). When 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. The spell's area can't 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4030,7 +4030,7 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4061,7 +4061,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The 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's movement or attacks.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4125,7 +4125,7 @@ "desc": "You transform a willing creature you touch, along with everything it's 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't affected. While in this form, the target's 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't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4156,7 +4156,7 @@ "desc": "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. The 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. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4187,7 +4187,7 @@ "desc": "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. If 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't understand you is unaffected by the spell. You 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -4220,7 +4220,7 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4251,7 +4251,7 @@ "desc": "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 becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each 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. A 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. The 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4282,7 +4282,7 @@ "desc": "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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4313,7 +4313,7 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -4344,7 +4344,7 @@ "desc": "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. 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. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You 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. You 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't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.\n\n**Explosive 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\n**Spell 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -4381,7 +4381,7 @@ "desc": "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. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4412,7 +4412,7 @@ "desc": "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. When 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -4443,7 +4443,7 @@ "desc": "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's person.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4474,7 +4474,7 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: \n- One effect that charmed or petrified the target \n- One curse, including the target's attunement to a cursed magic item \n- Any reduction to one of the target's ability scores \n- One effect reducing the target's hit point maximum", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4505,7 +4505,7 @@ "desc": "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. Any 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4538,7 +4538,7 @@ "desc": "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. When 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. Guards and wards creates the following effects within the warded area.\n\n**Corridors.** 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.\n\n**Doors.** 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\n\n **Stairs.** 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.\n\n**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. \n- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. \n- Place magic mouth in two locations. \n- Place 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. \n- Place a constant gust of wind in one corridor or room. \n- Place 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. The 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4569,7 +4569,7 @@ "desc": "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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4695,7 +4695,7 @@ "desc": "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't 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't 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -4726,7 +4726,7 @@ "desc": "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't reduce the target's 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's hit point maximum to return to normal before that time passes.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4759,7 +4759,7 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the 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. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4852,7 +4852,7 @@ "desc": "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. If 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't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "object", "range": "60 feet", @@ -4918,7 +4918,7 @@ "desc": "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't set in until this hour is over. Up to twelve other creatures can partake of the feast. A 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4949,7 +4949,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4980,7 +4980,7 @@ "desc": "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't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5011,7 +5011,7 @@ "desc": "Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", "target_type": "creature", "range": "90 feet", @@ -5042,7 +5042,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -5073,7 +5073,7 @@ "desc": "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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5104,7 +5104,7 @@ "desc": "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. If 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": " 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.", "target_type": "creature", "range": "90 feet", @@ -5135,7 +5135,7 @@ "desc": "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. The 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5199,7 +5199,7 @@ "desc": "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. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5230,7 +5230,7 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To 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. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5261,7 +5261,7 @@ "desc": "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't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.\n\n**Burial.** 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. The special component for this version of the spell is a small mithral orb.\n\n**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.\n\n**Hedged 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. The special component for this version of the spell is a miniature representation of the prison made from jade.\n\n**Minimus 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't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\n\n**Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.\n\n**Ending the Spell.** During 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'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. A 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. You 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5292,7 +5292,7 @@ "desc": "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. When 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's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -5325,7 +5325,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "document": "srd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -5358,7 +5358,7 @@ "desc": "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's area is difficult terrain. When 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's area for the first time on a turn or ends its turn there.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "300 feet", @@ -5391,7 +5391,7 @@ "desc": "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. At any time thereafter, you can use your action to speak the item's 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't 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. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5422,7 +5422,7 @@ "desc": "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's person. The spell ends for a target that attacks or casts a spell.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "Touch", @@ -5453,7 +5453,7 @@ "desc": "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't be charmed are immune to this spell. A 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5484,7 +5484,7 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5515,7 +5515,7 @@ "desc": "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. A 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. If 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. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -5546,7 +5546,7 @@ "desc": "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't 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. The 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.\"", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Self", @@ -5577,7 +5577,7 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5608,7 +5608,7 @@ "desc": "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. 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. You can change the target's 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's range. When the spell ends, the target floats gently to the ground if it is still aloft.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -5703,7 +5703,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5734,7 +5734,7 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's 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. The 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-within 30 feet-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't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5765,7 +5765,7 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's 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. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-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. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Self", @@ -5796,7 +5796,7 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", "target_type": "creature", "range": "Touch", @@ -5827,7 +5827,7 @@ "desc": "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 Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5858,7 +5858,7 @@ "desc": "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. You 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. The hand can't attack, activate magic items, or carry more than 10 pounds.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5889,7 +5889,7 @@ "desc": "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. Choose 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- The creature can't 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't 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "point", "range": "10 feet", @@ -5920,7 +5920,7 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't 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. You 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 spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's 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't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While 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's soul to its body. If the host body dies while you're 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. If 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's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5982,7 +5982,7 @@ "desc": "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't 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. When 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 the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6013,7 +6013,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "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.", "target_type": "object", "range": "Touch", @@ -6044,7 +6044,7 @@ "desc": "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. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't 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't 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't 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.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6075,7 +6075,7 @@ "desc": "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't 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's stench). As 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. Physical 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.", "target_type": "object", "range": "120 feet", @@ -6106,7 +6106,7 @@ "desc": "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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "point", "range": "60 feet", @@ -6137,7 +6137,7 @@ "desc": "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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6199,7 +6199,7 @@ "desc": "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't 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. Each 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. You 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't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "document": "srd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "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.", "target_type": "creature", "range": "60 feet", @@ -6230,7 +6230,7 @@ "desc": "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. The 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). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6261,7 +6261,7 @@ "desc": "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. While merged with the stone, you can't 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't move. Minor physical damage to the stone doesn't 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's 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6292,7 +6292,7 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6323,7 +6323,7 @@ "desc": "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. You 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't have to follow a straight line and can travel freely around corners or through openings.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -6387,7 +6387,7 @@ "desc": "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's mind or to gain information about the target.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6418,7 +6418,7 @@ "desc": "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. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's 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. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't 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. If 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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6449,7 +6449,7 @@ "desc": "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's 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. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The 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's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Sight", @@ -6480,7 +6480,7 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6511,7 +6511,7 @@ "desc": "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. You 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. You 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6542,7 +6542,7 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6573,7 +6573,7 @@ "desc": "You attempt to reshape another creature's 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's memories are modified. While this charm lasts, you can affect the target's 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. You 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's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's 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. A remove curse or greater restoration spell cast on the target restores the creature's true memory.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's 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's past (9th level).", "target_type": "creature", "range": "30 feet", @@ -6637,7 +6637,7 @@ "desc": "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's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's 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's 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. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't 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. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6668,7 +6668,7 @@ "desc": "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't be targeted by any divination magic or perceived through magical scrying sensors.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6699,7 +6699,7 @@ "desc": "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't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6730,7 +6730,7 @@ "desc": "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's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6761,7 +6761,7 @@ "desc": "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. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "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.", "target_type": "creature", "range": "120 feet", @@ -6792,7 +6792,7 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6823,7 +6823,7 @@ "desc": "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's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When 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't 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. Payment 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. As 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 measured 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's 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. After 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's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6854,7 +6854,7 @@ "desc": "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's duration is extended to match the duration of this spell. A 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -6885,7 +6885,7 @@ "desc": "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's discretion. Alternatively, 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. You 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 this 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.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6916,7 +6916,7 @@ "desc": "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. If 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. You can exclude one or more areas of any size within the spell's area from being affected. If 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "150 feet", @@ -6947,7 +6947,7 @@ "desc": "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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "target_type": "creature", "range": "10 feet", @@ -6978,7 +6978,7 @@ "desc": "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. The 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'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. The 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. The 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. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7009,7 +7009,7 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "document": "srd", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7040,7 +7040,7 @@ "desc": "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.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7102,7 +7102,7 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': \n- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \n- You instantaneously light or snuff out a candle, a torch, or a small campfire. \n- You instantaneously clean or soil an object no larger than 1 cubic foot. \n- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \n- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \n- You 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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -7166,7 +7166,7 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-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. The 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. The 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's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The 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\n**1. Red.** The 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't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n\n**2. Orange.** The 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't pass through the wall. The layer is destroyed by a strong wind.\n\n**3. Yellow.** The 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.\n\n**4. Green.** The 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.\n\n**5. Blue.** The 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.\n\n**6. Indigo.** On 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't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't 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.\n\n**7. Violet.** On 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's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't 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 a similar spell of equal or higher level that can end spells and magical effects.", "document": "srd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -7199,7 +7199,7 @@ "desc": "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. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: \n- Sound can't pass through the barrier at the edge of the warded area. \n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. \n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. \n- Creatures in the area can't be targeted by divination spells. \n- Nothing can teleport into or out of the warded area. \n- Planar travel is blocked within the warded area. \nCasting this spell on the same spot every day for a year makes this effect permanent.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "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.", "target_type": "area", "range": "120 feet", @@ -7230,7 +7230,7 @@ "desc": "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. You 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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -7263,7 +7263,7 @@ "desc": "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. When 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. The 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. Physical 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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -7294,7 +7294,7 @@ "desc": "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. You 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. You 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. Physical 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.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "500 miles", @@ -7325,7 +7325,7 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7356,7 +7356,7 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7387,7 +7387,7 @@ "desc": "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. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7418,7 +7418,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -7449,7 +7449,7 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This 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. This 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-its head, for instance-the spell automatically fails. Coming 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7480,7 +7480,7 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make 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. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7544,7 +7544,7 @@ "desc": "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). The target's 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.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7575,7 +7575,7 @@ "desc": "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's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n**01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling \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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7606,7 +7606,7 @@ "desc": "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's attunement to the object so it can be removed or discarded.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7668,7 +7668,7 @@ "desc": "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 making the saving throw. The spell then ends.", "document": "srd", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7699,7 +7699,7 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. 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 and restores any missing body parts. Coming 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. Casting 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.", "document": "srd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7730,7 +7730,7 @@ "desc": "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't 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. If 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. At the end of the duration, affected objects and creatures fall back down.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -7761,7 +7761,7 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7792,7 +7792,7 @@ "desc": "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. The 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. Attacks and spells can't 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. Anything inside the extradimensional space drops out when the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7854,7 +7854,7 @@ "desc": "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't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7918,7 +7918,7 @@ "desc": "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're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\n**Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 \nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On 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 were 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. Instead 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't move.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7949,7 +7949,7 @@ "desc": "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). While 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. After 60 days, there is a cumulative 5 percent chance per day that the spell's 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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7980,7 +7980,7 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8011,7 +8011,7 @@ "desc": "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. The spell disguises physical appearance 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't change a target's 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. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's 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. A 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8073,7 +8073,7 @@ "desc": "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't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You 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 awakens.\" This spell also ends if the target takes any damage.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8104,7 +8104,7 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't 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. Your 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's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You 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't 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. When 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's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's 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 points than your current one, your hit points remain at their current value.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8168,7 +8168,7 @@ "desc": "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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8199,7 +8199,7 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8230,7 +8230,7 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's 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's damage die becomes a d8. 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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8294,7 +8294,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8325,7 +8325,7 @@ "desc": "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't accompanied by sound, smell, or other sensory effects. You 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. Physical 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.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -8356,7 +8356,7 @@ "desc": "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's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The 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. If 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. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8387,7 +8387,7 @@ "desc": "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). Starting 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'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. Undead and creatures immune to being charmed aren't affected by this spell.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", "target_type": "creature", "range": "90 feet", @@ -8418,7 +8418,7 @@ "desc": "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. The ground in the area is covered with slick ice, making it difficult terrain. 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. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8449,7 +8449,7 @@ "desc": "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. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If 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't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -8480,7 +8480,7 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "document": "srd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8511,7 +8511,7 @@ "desc": "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 a 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's discretion.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8542,7 +8542,7 @@ "desc": "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't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until 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't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -8573,7 +8573,7 @@ "desc": "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's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You 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. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8604,7 +8604,7 @@ "desc": "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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8635,7 +8635,7 @@ "desc": "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. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8668,7 +8668,7 @@ "desc": "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. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -8732,7 +8732,7 @@ "desc": "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. Each 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't need to breathe or are immune to poison automatically succeed on this saving throw. A 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -8763,7 +8763,7 @@ "desc": "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't possible.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8794,7 +8794,7 @@ "desc": "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.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8825,7 +8825,7 @@ "desc": "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. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\n**Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n\n**Round 3.** You 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'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.\n\n**Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n\n**Round 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 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Sight", @@ -8858,7 +8858,7 @@ "desc": "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't 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. The 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. You 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't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8955,7 +8955,7 @@ "desc": "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. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You 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. You 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. When 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\n**Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save\n\n **Discord.** 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.\n\n**Fear.** 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 30 feet away from the glyph on each of its turns, if able.\n\n**Hopelessness.** 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.\n\n**Insanity.** 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.\n\n**Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n\n**Sleep.** 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.\n\n**Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.", "document": "srd", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8986,7 +8986,7 @@ "desc": "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\n**Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's 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. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\n\n**Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If 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 30 feet in any direction but not beyond the range of this spell. You 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9017,7 +9017,7 @@ "desc": "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't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9048,7 +9048,7 @@ "desc": "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't be held or carried by an unwilling creature. The 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\n**Familiarity.** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"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. \"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. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"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\n**On Target.** You and your group (or the target object) appear where you want to.\n\n**Off 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 × 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 GM 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.\n\n**Similar 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.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9081,7 +9081,7 @@ "desc": "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. A 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. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-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. You 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.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9112,7 +9112,7 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. \n- Your voice booms up to three times as loud as normal for 1 minute. \n- You cause flames to flicker, brighten, dim, or change color for 1 minute. \n- You cause harmless tremors in the ground for 1 minute. \n- You 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. \n- You instantaneously cause an unlocked door or window to fly open or slam shut. \n- You alter the appearance of your eyes for 1 minute. \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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9176,7 +9176,7 @@ "desc": "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. This 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9238,7 +9238,7 @@ "desc": "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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9269,7 +9269,7 @@ "desc": "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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9300,7 +9300,7 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both 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're 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. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9331,7 +9331,7 @@ "desc": "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 lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\n**Creature into Creature.** If 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's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The 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't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The 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 its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\n\n**Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's 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's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\n **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9362,7 +9362,7 @@ "desc": "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's soul is free and willing, the creature is restored to life with all its hit points. This 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 and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "document": "srd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9393,7 +9393,7 @@ "desc": "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.", "document": "srd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9424,7 +9424,7 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "document": "srd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9455,7 +9455,7 @@ "desc": "This spell creates an invisible, mindless, shapeless 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't attack. If it drops to 0 hit points, the spell ends. Once 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 wind. 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. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9486,7 +9486,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "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.", "target_type": "creature", "range": "Self", @@ -9519,7 +9519,7 @@ "desc": "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.", "document": "srd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", "range": "60 feet", @@ -9678,7 +9678,7 @@ "desc": "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. When 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. A 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 damage on a successful one.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "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.", "target_type": "creature", "range": "120 feet", @@ -9711,7 +9711,7 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While 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. The 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9742,7 +9742,7 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9773,7 +9773,7 @@ "desc": "This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-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. If 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.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9804,7 +9804,7 @@ "desc": "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. If 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. Each 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. A 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. The 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.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9835,7 +9835,7 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each 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. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "srd", "level": 9, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -9866,7 +9866,7 @@ "desc": "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. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If 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't land after 1 minute, the creature falls the remaining distance.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9930,7 +9930,7 @@ "desc": "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. The basic use of this spell is to duplicate any other spell of 8th 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: \n- You create one object of up to 25,000 gp in value that isn't 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. \n- You 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. \n- You grant up to ten creatures you can see resistance to a damage type you choose. \n- You 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's life drain attack. \n- You 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's successful save, a foe's critical hit, or a friend's 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's current owner. The 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't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 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.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9961,7 +9961,7 @@ "desc": "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. You 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't dedicated to your deity, the spell has no effect.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -9992,7 +9992,7 @@ "desc": "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's 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't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", diff --git a/scripts/data_manipulation/remapschool.py b/scripts/data_manipulation/remapschool.py index 46819021..c2631b03 100644 --- a/scripts/data_manipulation/remapschool.py +++ b/scripts/data_manipulation/remapschool.py @@ -1,3 +1,4 @@ +from api import models as v1 from api_v2 import models as v2 @@ -7,11 +8,12 @@ def remapschool(): print("REMAPPING RARITY FOR ITEMS") for spell in v2.Spell.objects.all(): - for ss in v2.SpellSchool.objects.all(): - if spell.school_old == ss.key: - mapped_s = ss - - print("key:{} size_int:{} mapped_size:{}".format(spell.key,spell.school_old,mapped_s.name)) - spell.school = ss - spell.school.save() + spell_v1 = v1.Spell.objects.filter(slug=spell.key).first() + + print("key:{} v2school:{} v1school:{}".format(spell.key,spell.school,spell_v1.school)) + + spell.school = v2.SpellSchool.objects.get(key=spell_v1.school.lower()) + spell.save() + #spell.school = ss + #spell.school.save()