diff --git a/api/management/commands/importer.py b/api/management/commands/importer.py index f253744e..3eb3af42 100644 --- a/api/management/commands/importer.py +++ b/api/management/commands/importer.py @@ -645,6 +645,25 @@ def import_spell(self, spell_json, import_spec) -> ImportResult: i.save() return result + def import_spell_list(self, spell_list_json, import_spec) -> ImportResult: + """ Create or update a spell list. Spells must be present before importing the list.""" + new = False + exists = False + slug = slugify(spell_list_json["name"]) + if models.SpellList.objects.filter(slug=slug).exists(): + i = models.SpellList.objects.get(slug=slug) + exists = True + else: + i = models.SpellList(document=self._last_document_imported) + new = True + + i.import_from_json_v1(json=spell_list_json) + + result = self._determine_import_result(new, exists) + if result is not ImportResult.SKIPPED: + i.save() + return result + def import_weapon(self, weapon_json, import_spec) -> ImportResult: """Create or update a single Weapon model from a JSON object.""" new = False diff --git a/api/management/commands/populatedb.py b/api/management/commands/populatedb.py index 0274022a..b02448b6 100644 --- a/api/management/commands/populatedb.py +++ b/api/management/commands/populatedb.py @@ -147,6 +147,7 @@ def _populate_from_directory(self, directory: Path) -> None: importer.import_magic_item, ), ImportSpec("spells.json", models.Spell, importer.import_spell), + ImportSpec("spelllist.json", models.SpellList, importer.import_spell_list), ImportSpec("monsters.json", models.Monster, importer.import_monster), ImportSpec("planes.json", models.Plane, importer.import_plane), ImportSpec("sections.json", models.Section, importer.import_section), diff --git a/api/migrations/0026_auto_20230511_1741.py b/api/migrations/0026_auto_20230511_1741.py new file mode 100644 index 00000000..26d9de9d --- /dev/null +++ b/api/migrations/0026_auto_20230511_1741.py @@ -0,0 +1,36 @@ +# Generated by Django 3.2.18 on 2023-05-11 17:41 + +import django.core.validators +from django.db import migrations, models +import django.db.models.deletion +import uuid + + +class Migration(migrations.Migration): + + dependencies = [ + ('api', '0025_auto_20230423_0234'), + ] + + operations = [ + migrations.AlterField( + model_name='spell', + name='target_range_sort', + field=models.IntegerField(help_text='Sortable distance ranking to the target. 0 for self, 1 for touch, sight is 9999, unlimited (same plane) is 99990, unlimited any plane is 99999. All other values in feet.', validators=[django.core.validators.MinValueValidator(0)]), + ), + migrations.CreateModel( + name='SpellList', + fields=[ + ('slug', models.CharField(default=uuid.uuid1, help_text='Short name for the game content item.', max_length=255, primary_key=True, serialize=False, unique=True)), + ('name', models.TextField(help_text='Name of the game content item.')), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ('created_at', models.DateTimeField(auto_now_add=True)), + ('page_no', models.IntegerField(null=True)), + ('document', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api.document')), + ('spells', models.ManyToManyField(help_text='The set of spells.', to='api.Spell')), + ], + options={ + 'abstract': False, + }, + ), + ] diff --git a/api/migrations/0026_auto_20230513_1436.py b/api/migrations/0026_auto_20230513_1436.py new file mode 100644 index 00000000..0924642e --- /dev/null +++ b/api/migrations/0026_auto_20230513_1436.py @@ -0,0 +1,44 @@ +# Generated by Django 3.2.18 on 2023-05-13 14:36 + +import django.core.validators +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api', '0025_auto_20230423_0234'), + ] + + operations = [ + migrations.AlterField( + model_name='armor', + name='plus_con_mod', + field=models.BooleanField(default=False), + ), + migrations.AlterField( + model_name='armor', + name='plus_dex_mod', + field=models.BooleanField(default=False), + ), + migrations.AlterField( + model_name='armor', + name='plus_flat_mod', + field=models.IntegerField(default=False), + ), + migrations.AlterField( + model_name='armor', + name='plus_max', + field=models.IntegerField(default=0), + ), + migrations.AlterField( + model_name='armor', + name='plus_wis_mod', + field=models.BooleanField(default=False), + ), + migrations.AlterField( + model_name='spell', + name='target_range_sort', + field=models.IntegerField(help_text='Sortable distance ranking to the target. 0 for self, 1 for touch, sight is 9999, unlimited (same plane) is 99990, unlimited any plane is 99999. All other values in feet.', validators=[django.core.validators.MinValueValidator(0)]), + ), + ] diff --git a/api/migrations/0027_alter_spelllist_spells.py b/api/migrations/0027_alter_spelllist_spells.py new file mode 100644 index 00000000..e4d1a202 --- /dev/null +++ b/api/migrations/0027_alter_spelllist_spells.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.18 on 2023-05-11 17:57 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api', '0026_auto_20230511_1741'), + ] + + operations = [ + migrations.AlterField( + model_name='spelllist', + name='spells', + field=models.ManyToManyField(help_text='The set of spells.', related_name='spell_lists', to='api.Spell'), + ), + ] diff --git a/api/migrations/0028_merge_20230516_1753.py b/api/migrations/0028_merge_20230516_1753.py new file mode 100644 index 00000000..c0c77b2f --- /dev/null +++ b/api/migrations/0028_merge_20230516_1753.py @@ -0,0 +1,14 @@ +# Generated by Django 3.2.18 on 2023-05-16 17:53 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api', '0026_auto_20230513_1436'), + ('api', '0027_alter_spelllist_spells'), + ] + + operations = [ + ] diff --git a/api/models/__init__.py b/api/models/__init__.py index 5879d536..61be3357 100644 --- a/api/models/__init__.py +++ b/api/models/__init__.py @@ -17,5 +17,6 @@ from .models import Weapon from .models import Armor from .spell import Spell +from .spell import SpellList from .monster import Monster from .monster import MonsterSpell diff --git a/api/models/models.py b/api/models/models.py index 656e1570..db584895 100644 --- a/api/models/models.py +++ b/api/models/models.py @@ -329,11 +329,11 @@ class Armor(GameContent): stealth_disadvantage = models.BooleanField( 'Boolean representing whether wearing the armor results in stealth disadvantage for the wearer.') base_ac = models.IntegerField() - plus_dex_mod = models.BooleanField(null=True) - plus_con_mod = models.BooleanField(null=True) - plus_wis_mod = models.BooleanField(null=True) - plus_flat_mod = models.IntegerField(null=True) # Build a shield this way. - plus_max = models.IntegerField(null=True) + plus_dex_mod = models.BooleanField(default=False) + plus_con_mod = models.BooleanField(default=False) + plus_wis_mod = models.BooleanField(default=False) + plus_flat_mod = models.IntegerField(default=False) # Build a shield this way. + plus_max = models.IntegerField(default=0) def ac_string(self): ac = str(self.base_ac) diff --git a/api/models/spell.py b/api/models/spell.py index d26bd110..7b8a3247 100644 --- a/api/models/spell.py +++ b/api/models/spell.py @@ -223,3 +223,27 @@ def import_from_json_v1(self, json): def plural_str() -> str: """Return a string specifying the plural name of this model.""" return "Spells" + +class SpellList(GameContent): + """ A list of spells to be referenced by classes and subclasses""" + + spells = models.ManyToManyField(Spell, + related_name="spell_lists", + help_text='The set of spells.') + + def import_from_json_v1(self, json): + """Log to import a single object from a standard json structure.""" + self.name = json["name"] + self.slug = slugify(json["name"]) + if "desc" in json: + self.desc = json["desc"] + + for spell_slug in json["spell_list"]: + #spell_obj = Spell.objects.filter(slug=spell_slug) + self.spells.add(spell_slug) + + + @staticmethod + def plural_str() -> str: + """Return a string specifying the plural name of this model.""" + return "SpellLists" \ No newline at end of file diff --git a/api/serializers.py b/api/serializers.py index b349b6d9..c3f9b9e7 100644 --- a/api/serializers.py +++ b/api/serializers.py @@ -118,7 +118,7 @@ class Meta: 'document__url' ) -class SpellSerializer(DynamicFieldsModelSerializer, serializers.HyperlinkedModelSerializer): +class SpellSerializer(DynamicFieldsModelSerializer): ritual = serializers.CharField(source='v1_ritual') level_int = serializers.IntegerField(source='spell_level') @@ -152,6 +152,7 @@ class Meta: 'spell_level', 'school', 'dnd_class', + 'spell_lists', 'archetype', 'circles', 'document__slug', @@ -160,6 +161,21 @@ class Meta: 'document__url' ) +class SpellListSerializer(DynamicFieldsModelSerializer): + #spells = SpellSerializer(many=True, read_only=True, context={'request': ''}) #Passing a blank request. + class Meta: + model = models.SpellList + fields = ( + 'slug', + 'name', + 'desc', + 'spells', + 'document__slug', + 'document__title', + 'document__license_url', + 'document__url' + ) + class BackgroundSerializer(DynamicFieldsModelSerializer, serializers.HyperlinkedModelSerializer): class Meta: model = models.Background @@ -239,7 +255,6 @@ class Meta: 'document__url' ) - class RaceSerializer(DynamicFieldsModelSerializer, serializers.HyperlinkedModelSerializer): subraces = SubraceSerializer(many=True,read_only=True) class Meta: @@ -348,13 +363,18 @@ class Meta: 'document__title', 'document__license_url', 'document__url', + 'base_ac', + 'plus_dex_mod', + 'plus_con_mod', + 'plus_wis_mod', + 'plus_flat_mod', + 'plus_max', 'ac_string', 'strength_requirement', 'cost', 'weight', 'stealth_disadvantage') - class AggregateSerializer(HighlighterMixin, HaystackSerializer): class Meta: diff --git a/api/tests/test_imports.py b/api/tests/test_imports.py index ac303b32..250df60a 100644 --- a/api/tests/test_imports.py +++ b/api/tests/test_imports.py @@ -9,6 +9,8 @@ from api.management.commands.importer import ImportSpec from api.management.commands.importer import ImportOptions +from django.template.defaultfilters import slugify + from api.models import Subrace # Create your tests here. @@ -39,6 +41,7 @@ def test_get_root_list(self): self.assertContains(response, 'manifest', count=2) self.assertContains(response, 'spells', count=2) + self.assertContains(response, 'spelllist', count=2) self.assertContains(response, 'monsters', count=2) self.assertContains(response, 'documents', count=2) self.assertContains(response, 'backgrounds', count=2) @@ -226,6 +229,110 @@ def test_get_spell_data(self): f'Mismatched value of unequal field: {field_names}') +class SpellListTestCase(APITestCase): + """Testing for the spell list API endpoint.""" + + def setUp(self): + """Create the spell endpoint test data.""" + + self.test_document_json = """ + { + "title": "Test Reference Document", + "slug": "test-doc", + "desc": "This is a test document", + "license": "Open Gaming License", + "author": "John Doe", + "organization": "Open5e Test Org", + "version": "9.9", + "copyright": "", + "url": "http://example.com" + } + """ + self.test_spell_json = """ + { + "name": "Magic Missile", + "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", + "page": "phb 257", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": 1, + "school": "Evocation", + "class": "Sorcerer, Wizard" + } + """ + + self.test_spell_list_json = """ + { + "name":"wizard", + "spell_list":[ + "magic-missile" + ] + } + """ + + i = Importer(ImportOptions(update=True, append=False, testrun=False)) + i.import_document( + json.loads( + self.test_document_json), + ImportSpec( + "test_filename", + "test_model_class", + "import_spell")) + i.import_spell( + json.loads( + self.test_spell_json), + ImportSpec( + "test_filename", + "test_model_class", + "import_spell")) + i.import_spell_list( + json.loads( + self.test_spell_list_json), + ImportSpec( + "test_filename", + "test_model_class", + "import_spell_list") + ) + + def test_get_spell_lists(self): + """Confirm that the list result has the proper elements.""" + response = self.client.get(f'/spelllist/?format=json') + self.assertContains(response, 'count', count=1) + self.assertContains(response, 'next', count=1) + self.assertContains(response, 'previous', count=1) + self.assertContains(response, 'results', count=1) + + def test_get_spell_list_data(self): + """Confirm that the result itself has the proper formatting and values.""" + import json + response = self.client.get(f'/spelllist/?format=json') + in_spell_list = json.loads(self.test_spell_list_json) + out_spell_list = response.json()['results'][0] + equal_fields = [ + 'name'] + for field_name in equal_fields: + self.assertEqual( + in_spell_list[field_name], + out_spell_list[field_name], + f'Mismatched value of: {field_name}') + + def test_get_spell_list_contents(self): + """Make sure that the response data is the same as the original spell data.""" + import json + response = self.client.get(f'/spelllist/?format=json') + in_spell_list = json.loads(self.test_spell_list_json) + in_spell = json.loads(self.test_spell_json) + out_spell_list = response.json()['results'][0] + + self.assertEqual(slugify(in_spell['name']), out_spell_list['spells'][0]) + + class MonstersTestCase(APITestCase): """Test case for the monster API endpoint.""" diff --git a/api/tests/test_models.py b/api/tests/test_models.py index 1b348de9..7a2061f9 100644 --- a/api/tests/test_models.py +++ b/api/tests/test_models.py @@ -1,7 +1,8 @@ from django.test import TestCase from api.models import Spell +from api.models import SpellList from api.models import Document - +from django.template.defaultfilters import slugify class SpellModelTestCase(TestCase): def setUp(self): @@ -54,3 +55,46 @@ def test_spell_components(self): self.test_spell.requires_verbal_components = False self.test_spell.requires_somatic_components = True self.assertEqual(self.test_spell.v1_components(), 'S') + +class SpellListModelTestCase(TestCase): + def setUp(self): + self.test_doc = Document.objects.create(title="test", slug="test") + + self.test_spell_1 = Spell.objects.create( + name='Test Spell 1', + can_be_cast_as_ritual=True, + requires_concentration=True, + spell_level=0, + target_range_sort=10, + requires_verbal_components=True, + requires_somatic_components=True, + requires_material_components=True, + document=self.test_doc) + + self.test_spell_2 = Spell.objects.create( + name='Test Spell 2', + can_be_cast_as_ritual=True, + requires_concentration=True, + spell_level=3, + target_range_sort=10, + requires_verbal_components=True, + requires_somatic_components=True, + requires_material_components=True, + document=self.test_doc) + list_name = 'Test List' + self.test_spell_list = SpellList.objects.create( + name=list_name, slug=slugify(list_name), document=self.test_doc) + self.test_spell_list.spells.set([self.test_spell_1, self.test_spell_2]) + + def test_length(self): + self.assertEqual(2,len(self.test_spell_list.spells.all())) + + def test_reverse_relationship_length(self): + self.assertEqual(1,len(self.test_spell_1.spell_lists.all())) + self.assertEqual(1,len(self.test_spell_2.spell_lists.all())) + + def test_slug(self): + self.assertEqual('test-list',self.test_spell_list.slug) + + def test_reverse_slug(self): + self.assertEqual('test-list',self.test_spell_1.spell_lists.all()[0].slug) \ No newline at end of file diff --git a/api/views.py b/api/views.py index d35f805a..9d627730 100644 --- a/api/views.py +++ b/api/views.py @@ -97,6 +97,7 @@ class SpellFilter(django_filters.FilterSet): level_int = django_filters.NumberFilter(field_name='spell_level') concentration = django_filters.CharFilter(field_name='concentration') components = django_filters.CharFilter(field_name='components') + spell_lists_not = django_filters.CharFilter(field_name='spell_lists', exclude=True) class Meta: model = models.Spell @@ -113,10 +114,10 @@ class Meta: 'requires_material_components': ['exact'], 'casting_time': ['iexact', 'exact', 'in', ], 'dnd_class': ['iexact', 'exact', 'in', 'icontains'], + 'spell_lists' : ['exact'], 'document__slug': ['iexact', 'exact', 'in', ] } - class SpellViewSet(viewsets.ReadOnlyModelViewSet): """ list: API endpoint for returning a list of spells. @@ -148,6 +149,36 @@ class SpellViewSet(viewsets.ReadOnlyModelViewSet): 'dnd_class', 'document__slug', ) +class SpellListViewSet(viewsets.ReadOnlyModelViewSet): + """ + list: API endpoint for returning a list of spell lists. + retrieve: API endpoint for returning a particular spell list. + """ + schema = CustomSchema( + summary={ + '/spelllist/': 'List Spell Lists', + '/spelllist/{slug}/': 'Retrieve Spell List', + }, + tags=['SpellList'] + ) + queryset = models.SpellList.objects.all() + serializer_class = serializers.SpellListSerializer + + +class MonsterFilter(django_filters.FilterSet): + + class Meta: + model = models.Monster + fields = { + 'slug': ['in', 'iexact', 'exact', 'in', ], + 'name': ['iexact', 'exact'], + 'cr': ['exact', 'range', 'gt', 'gte', 'lt', 'lte'], + 'armor_class': ['exact', 'range', 'gt', 'gte', 'lt', 'lte'], + 'type': ['iexact', 'exact', 'in', 'icontains'], + 'name': ['iexact', 'exact'], + 'page_no': ['exact', 'range', 'gt', 'gte', 'lt', 'lte'], + 'document__slug': ['iexact', 'exact', 'in', ] + } class MonsterViewSet(viewsets.ReadOnlyModelViewSet): """ @@ -162,18 +193,8 @@ class MonsterViewSet(viewsets.ReadOnlyModelViewSet): tags=['Monsters'] ) queryset = models.Monster.objects.all() + filterset_class = MonsterFilter serializer_class = serializers.MonsterSerializer - ordering_fields = '__all__' - ordering = ['name'] - filterset_fields = ( - 'challenge_rating', - 'armor_class', - 'type', - 'name', - 'page_no', - 'document', - 'document__slug', - ) search_fields = ['name'] class BackgroundViewSet(viewsets.ReadOnlyModelViewSet): diff --git a/data/WOTC_5e_SRD_v5.1/monsters.json b/data/WOTC_5e_SRD_v5.1/monsters.json index e8580ffd..e4c66f37 100644 --- a/data/WOTC_5e_SRD_v5.1/monsters.json +++ b/data/WOTC_5e_SRD_v5.1/monsters.json @@ -93,7 +93,14 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 261 + "page_no": 261, + "environments": [ + "underdark", + "Sewer", + "Caverns", + "Plane of Water", + "Water" + ] }, { "name": "Acolyte", @@ -123,7 +130,7 @@ "special_abilities": [ { "name": "Spellcasting", - "desc": "The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:\n\n• Cantrips (at will): light, sacred flame, thaumaturgy\n• 1st level (3 slots): bless, cure wounds, sanctuary", + "desc": "The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:\n\n\u2022 Cantrips (at will): light, sacred flame, thaumaturgy\n\u2022 1st level (3 slots): bless, cure wounds, sanctuary", "attack_bonus": 0 } ], @@ -146,7 +153,14 @@ "speed_json": { "walk": 30 }, - "page_no": 395 + "page_no": 395, + "environments": [ + "Temple", + "Desert", + "urban", + "Hills", + "Settlement" + ] }, { "name": "Adult Black Dragon", @@ -253,7 +267,11 @@ }, "group": "Black Dragon", "armor_desc": "natural armor", - "page_no": 281 + "page_no": 281, + "environments": [ + "swamp", + "Swamp" + ] }, { "name": "Adult Blue Dragon", @@ -355,7 +373,12 @@ }, "group": "Blue Dragon", "armor_desc": "natural armor", - "page_no": 283 + "page_no": 283, + "environments": [ + "Desert", + "desert", + "coastal" + ] }, { "name": "Adult Brass Dragon", @@ -459,7 +482,10 @@ }, "group": "Brass Dragon", "armor_desc": "natural armor", - "page_no": 291 + "page_no": 291, + "environments": [ + "Desert" + ] }, { "name": "Adult Bronze Dragon", @@ -572,7 +598,12 @@ }, "group": "Bronze Dragon", "armor_desc": "natural armor", - "page_no": 294 + "page_no": 294, + "environments": [ + "desert", + "coastal", + "Water" + ] }, { "name": "Adult Copper Dragon", @@ -675,7 +706,12 @@ }, "group": "Copper Dragon", "armor_desc": "natural armor", - "page_no": 296 + "page_no": 296, + "environments": [ + "hill", + "Hills", + "Mountains" + ] }, { "name": "Adult Gold Dragon", @@ -789,7 +825,15 @@ }, "group": "Gold Dragon", "armor_desc": "natural armor", - "page_no": 299 + "page_no": 299, + "environments": [ + "Astral Plane", + "grassland", + "Water", + "Grassland", + "Ruin", + "forest" + ] }, { "name": "Adult Green Dragon", @@ -899,7 +943,12 @@ }, "group": "Green Dragon", "armor_desc": "natural armor", - "page_no": 285 + "page_no": 285, + "environments": [ + "Jungle", + "Forest", + "forest" + ] }, { "name": "Adult Red Dragon", @@ -1001,7 +1050,12 @@ }, "group": "Red Dragon", "armor_desc": "natural armor", - "page_no": 287 + "page_no": 287, + "environments": [ + "hill", + "Mountains", + "mountain" + ] }, { "name": "Adult Silver Dragon", @@ -1109,7 +1163,13 @@ }, "group": "Silver Dragon", "armor_desc": "natural armor", - "page_no": 302 + "page_no": 302, + "environments": [ + "urban", + "Feywild", + "Mountains", + "mountain" + ] }, { "name": "Adult White Dragon", @@ -1217,7 +1277,11 @@ }, "group": "White Dragon", "armor_desc": "natural armor", - "page_no": 289 + "page_no": 289, + "environments": [ + "Tundra", + "arctic" + ] }, { "name": "Air Elemental", @@ -1274,7 +1338,12 @@ "fly": 90 }, "group": "Elementals", - "page_no": 305 + "page_no": 305, + "environments": [ + "Plane of Air", + "Laboratory", + "mountain" + ] }, { "name": "Ancient Black Dragon", @@ -1380,7 +1449,11 @@ }, "group": "Black Dragon", "armor_desc": "natural armor", - "page_no": 280 + "page_no": 280, + "environments": [ + "swamp", + "Swamp" + ] }, { "name": "Ancient Blue Dragon", @@ -1482,7 +1555,12 @@ }, "group": "Blue Dragon", "armor_desc": "natural armor", - "page_no": 282 + "page_no": 282, + "environments": [ + "Desert", + "desert", + "coastal" + ] }, { "name": "Ancient Brass Dragon", @@ -1591,7 +1669,10 @@ }, "group": "Brass Dragon", "armor_desc": "natural armor", - "page_no": 290 + "page_no": 290, + "environments": [ + "Desert" + ] }, { "name": "Ancient Bronze Dragon", @@ -1704,7 +1785,12 @@ }, "group": "Bronze Dragon", "armor_desc": "natural armor", - "page_no": 293 + "page_no": 293, + "environments": [ + "desert", + "coastal", + "Water" + ] }, { "name": "Ancient Copper Dragon", @@ -1812,7 +1898,12 @@ }, "group": "Copper Dragon", "armor_desc": "natural armor", - "page_no": 295 + "page_no": 295, + "environments": [ + "hill", + "Hills", + "Mountains" + ] }, { "name": "Ancient Gold Dragon", @@ -1926,7 +2017,15 @@ }, "group": "Gold Dragon", "armor_desc": "natural armor", - "page_no": 298 + "page_no": 298, + "environments": [ + "Astral Plane", + "grassland", + "Water", + "Grassland", + "Ruin", + "forest" + ] }, { "name": "Ancient Green Dragon", @@ -2036,7 +2135,12 @@ }, "group": "Green Dragon", "armor_desc": "natural armor", - "page_no": 284 + "page_no": 284, + "environments": [ + "Jungle", + "Forest", + "forest" + ] }, { "name": "Ancient Red Dragon", @@ -2138,7 +2242,12 @@ }, "group": "Red Dragon", "armor_desc": "natural armor", - "page_no": 286 + "page_no": 286, + "environments": [ + "hill", + "Mountains", + "mountain" + ] }, { "name": "Ancient Silver Dragon", @@ -2246,7 +2355,13 @@ }, "group": "Silver Dragon", "armor_desc": "natural armor", - "page_no": 301 + "page_no": 301, + "environments": [ + "urban", + "Feywild", + "Mountains", + "mountain" + ] }, { "name": "Ancient White Dragon", @@ -2354,7 +2469,11 @@ }, "group": "White Dragon", "armor_desc": "natural armor", - "page_no": 288 + "page_no": 288, + "environments": [ + "Tundra", + "arctic" + ] }, { "name": "Androsphinx", @@ -2399,7 +2518,7 @@ }, { "name": "Spellcasting", - "desc": "The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n• Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n• 1st level (4 slots): command, detect evil and good, detect magic\n• 2nd level (3 slots): lesser restoration, zone of truth\n• 3rd level (3 slots): dispel magic, tongues\n• 4th level (3 slots): banishment, freedom of movement\n• 5th level (2 slots): flame strike, greater restoration\n• 6th level (1 slot): heroes' feast", + "desc": "The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n\u2022 Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n\u2022 1st level (4 slots): command, detect evil and good, detect magic\n\u2022 2nd level (3 slots): lesser restoration, zone of truth\n\u2022 3rd level (3 slots): dispel magic, tongues\n\u2022 4th level (3 slots): banishment, freedom of movement\n\u2022 5th level (2 slots): flame strike, greater restoration\n\u2022 6th level (1 slot): heroes' feast", "attack_bonus": 0 } ], @@ -2463,7 +2582,11 @@ }, "group": "Sphinxes", "armor_desc": "natural armor", - "page_no": 347 + "page_no": 347, + "environments": [ + "desert", + "ruins" + ] }, { "name": "Animated Armor", @@ -2519,7 +2642,12 @@ }, "group": "Animated Objects", "armor_desc": "natural armor", - "page_no": 263 + "page_no": 263, + "environments": [ + "Temple", + "Ruin", + "Laboratory" + ] }, { "name": "Ankheg", @@ -2564,7 +2692,15 @@ "burrow": 10 }, "armor_desc": "14 (natural armor), 11 while prone", - "page_no": 264 + "page_no": 264, + "environments": [ + "Desert", + "Hills", + "grassland", + "Grassland", + "Settlement", + "forest" + ] }, { "name": "Ape", @@ -2616,7 +2752,12 @@ "walk": 30, "climb": 30 }, - "page_no": 366 + "page_no": 366, + "environments": [ + "Jungle", + "jungle", + "forest" + ] }, { "name": "Archmage", @@ -2653,7 +2794,7 @@ }, { "name": "Spellcasting", - "desc": "The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n• 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n• 2nd level (3 slots): detect thoughts, mirror image, misty step\n• 3rd level (3 slots): counterspell,fly, lightning bolt\n• 4th level (3 slots): banishment, fire shield, stoneskin*\n• 5th level (3 slots): cone of cold, scrying, wall of force\n• 6th level (1 slot): globe of invulnerability\n• 7th level (1 slot): teleport\n• 8th level (1 slot): mind blank*\n• 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat.", + "desc": "The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n\u2022 Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n\u2022 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n\u2022 2nd level (3 slots): detect thoughts, mirror image, misty step\n\u2022 3rd level (3 slots): counterspell,fly, lightning bolt\n\u2022 4th level (3 slots): banishment, fire shield, stoneskin*\n\u2022 5th level (3 slots): cone of cold, scrying, wall of force\n\u2022 6th level (1 slot): globe of invulnerability\n\u2022 7th level (1 slot): teleport\n\u2022 8th level (1 slot): mind blank*\n\u2022 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat.", "attack_bonus": 0 } ], @@ -2687,7 +2828,13 @@ "walk": 30 }, "armor_desc": "15 with _mage armor_", - "page_no": 395 + "page_no": 395, + "environments": [ + "Settlement", + "Forest", + "Laboratory", + "urban" + ] }, { "name": "Assassin", @@ -2761,7 +2908,14 @@ "walk": 30 }, "armor_desc": "studded leather", - "page_no": 396 + "page_no": 396, + "environments": [ + "urban", + "Desert", + "Sewer", + "Forest", + "Settlement" + ] }, { "name": "Awakened Shrub", @@ -2805,7 +2959,14 @@ "speed_json": { "walk": 20 }, - "page_no": 366 + "page_no": 366, + "environments": [ + "Jungle", + "Swamp", + "Forest", + "Laboratory", + "forest" + ] }, { "name": "Awakened Tree", @@ -2850,7 +3011,13 @@ "walk": 20 }, "armor_desc": "natural armor", - "page_no": 366 + "page_no": 366, + "environments": [ + "Jungle", + "Forest", + "Swamp", + "forest" + ] }, { "name": "Axe Beak", @@ -2887,7 +3054,15 @@ "speed_json": { "walk": 50 }, - "page_no": 366 + "page_no": 366, + "environments": [ + "hill", + "jungle", + "Swamp", + "grassland", + "Forest", + "Grassland" + ] }, { "name": "Azer", @@ -2944,7 +3119,11 @@ "walk": 30 }, "armor_desc": "natural armor, shield", - "page_no": 265 + "page_no": 265, + "environments": [ + "Plane of Fire", + "Caverns" + ] }, { "name": "Baboon", @@ -2989,7 +3168,14 @@ "walk": 30, "climb": 30 }, - "page_no": 367 + "page_no": 367, + "environments": [ + "hill", + "Jungle", + "jungle", + "Grassland", + "forest" + ] }, { "name": "Badger", @@ -3033,7 +3219,12 @@ "walk": 20, "burrow": 5 }, - "page_no": 367 + "page_no": 367, + "environments": [ + "Forest", + "Grassland", + "forest" + ] }, { "name": "Balor", @@ -3123,7 +3314,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 270 + "page_no": 270, + "environments": [ + "Abyss" + ] }, { "name": "Bandit", @@ -3168,7 +3362,28 @@ "walk": 30 }, "armor_desc": "leather armor", - "page_no": 396 + "page_no": 396, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "Tundra", + "Grassland", + "Ruin", + "Laboratory", + "Swamp", + "desert", + "Settlement", + "urban", + "Sewer", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills", + "Caverns" + ] }, { "name": "Bandit Captain", @@ -3230,7 +3445,28 @@ "walk": 30 }, "armor_desc": "studded leather", - "page_no": 397 + "page_no": 397, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "Tundra", + "Grassland", + "Ruin", + "Laboratory", + "Swamp", + "desert", + "Settlement", + "urban", + "Sewer", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills", + "Caverns" + ] }, { "name": "Barbed Devil", @@ -3312,7 +3548,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 274 + "page_no": 274, + "environments": [ + "Hell" + ] }, { "name": "Basilisk", @@ -3357,7 +3596,17 @@ "walk": 20 }, "armor_desc": "natural armor", - "page_no": 265 + "page_no": 265, + "environments": [ + "Desert", + "Mountains", + "Ruin", + "Jungle", + "Hills", + "mountain", + "Caverns", + "Plane of Earth" + ] }, { "name": "Bat", @@ -3406,7 +3655,11 @@ "walk": 5, "fly": 30 }, - "page_no": 367 + "page_no": 367, + "environments": [ + "Forest", + "Caverns" + ] }, { "name": "Bearded Devil", @@ -3477,7 +3730,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 274 + "page_no": 274, + "environments": [ + "Hell" + ] }, { "name": "Behir", @@ -3542,7 +3798,13 @@ "climb": 40 }, "armor_desc": "natural armor", - "page_no": 265 + "page_no": 265, + "environments": [ + "underdark", + "Ruin", + "Plane of Earth", + "Caverns" + ] }, { "name": "Berserker", @@ -3587,7 +3849,23 @@ "walk": 30 }, "armor_desc": "hide armor", - "page_no": 397 + "page_no": 397, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "Tundra", + "Forest", + "Grassland", + "forest", + "arctic", + "Jungle", + "Hills", + "Swamp", + "mountain", + "desert" + ] }, { "name": "Black Bear", @@ -3645,7 +3923,12 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 367 + "page_no": 367, + "environments": [ + "Forest", + "forest", + "Mountains" + ] }, { "name": "Black Dragon Wyrmling", @@ -3705,7 +3988,10 @@ }, "group": "Black Dragon", "armor_desc": "natural armor", - "page_no": 282 + "page_no": 282, + "environments": [ + "Swamp" + ] }, { "name": "Black Pudding", @@ -3769,7 +4055,14 @@ "climb": 20 }, "group": "Oozes", - "page_no": 337 + "page_no": 337, + "environments": [ + "underdark", + "Sewer", + "Caverns", + "Ruin", + "Water" + ] }, { "name": "Blink Dog", @@ -3820,7 +4113,14 @@ "speed_json": { "walk": 40 }, - "page_no": 368 + "page_no": 368, + "environments": [ + "Jungle", + "Feywild", + "Forest", + "Grassland", + "forest" + ] }, { "name": "Blood Hawk", @@ -3871,7 +4171,16 @@ "walk": 10, "fly": 60 }, - "page_no": 368 + "page_no": 368, + "environments": [ + "hill", + "grassland", + "coastal", + "mountain", + "forest", + "desert", + "arctic" + ] }, { "name": "Blue Dragon Wyrmling", @@ -3924,7 +4233,10 @@ }, "group": "Blue Dragon", "armor_desc": "natural armor", - "page_no": 284 + "page_no": 284, + "environments": [ + "Desert" + ] }, { "name": "Boar", @@ -3975,7 +4287,13 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 368 + "page_no": 368, + "environments": [ + "hill", + "Forest", + "grassland", + "forest" + ] }, { "name": "Bone Devil", @@ -4044,7 +4362,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 275 + "page_no": 275, + "environments": [ + "Hell" + ] }, { "name": "Brass Dragon Wyrmling", @@ -4097,7 +4418,10 @@ }, "group": "Brass Dragon", "armor_desc": "natural armor", - "page_no": 292 + "page_no": 292, + "environments": [ + "Desert" + ] }, { "name": "Bronze Dragon Wyrmling", @@ -4157,7 +4481,10 @@ }, "group": "Bronze Dragon", "armor_desc": "natural armor", - "page_no": 295 + "page_no": 295, + "environments": [ + "Water" + ] }, { "name": "Brown Bear", @@ -4216,7 +4543,15 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 369 + "page_no": 369, + "environments": [ + "hill", + "Feywild", + "Mountains", + "Forest", + "forest", + "arctic" + ] }, { "name": "Bugbear", @@ -4276,7 +4611,19 @@ "walk": 30 }, "armor_desc": "hide armor, shield", - "page_no": 266 + "page_no": 266, + "environments": [ + "underdark", + "Desert", + "Mountains", + "grassland", + "Forest", + "Grassland", + "forest", + "Jungle", + "Hills", + "Swamp" + ] }, { "name": "Bulette", @@ -4328,7 +4675,20 @@ "burrow": 40 }, "armor_desc": "natural armor", - "page_no": 266 + "page_no": 266, + "environments": [ + "hill", + "Desert", + "Mountains", + "grassland", + "Forest", + "Grassland", + "Ruin", + "Hills", + "mountain", + "Settlement", + "Plane of Earth" + ] }, { "name": "Camel", @@ -4364,7 +4724,11 @@ "speed_json": { "walk": 50 }, - "page_no": 369 + "page_no": 369, + "environments": [ + "Desert", + "Settlement" + ] }, { "name": "Cat", @@ -4410,7 +4774,13 @@ "walk": 40, "climb": 30 }, - "page_no": 369 + "page_no": 369, + "environments": [ + "urban", + "forest", + "Settlement", + "grassland" + ] }, { "name": "Centaur", @@ -4477,7 +4847,14 @@ "speed_json": { "walk": 50 }, - "page_no": 267 + "page_no": 267, + "environments": [ + "Feywild", + "grassland", + "Forest", + "Grassland", + "forest" + ] }, { "name": "Chain Devil", @@ -4545,7 +4922,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 275 + "page_no": 275, + "environments": [ + "Hell" + ] }, { "name": "Chimera", @@ -4610,7 +4990,23 @@ "fly": 60 }, "armor_desc": "natural armor", - "page_no": 267 + "page_no": 267, + "environments": [ + "hill", + "Desert", + "underdark", + "Sewer", + "Mountains", + "grassland", + "Tundra", + "Forest", + "Grassland", + "Hills", + "Feywild", + "Swamp", + "Water", + "mountain" + ] }, { "name": "Chuul", @@ -4672,7 +5068,13 @@ "swim": 30 }, "armor_desc": "natural armor", - "page_no": 267 + "page_no": 267, + "environments": [ + "underdark", + "Plane of Water", + "Water", + "Caverns" + ] }, { "name": "Clay Golem", @@ -4748,7 +5150,10 @@ }, "group": "Golems", "armor_desc": "natural armor", - "page_no": 315 + "page_no": 315, + "environments": [ + "any" + ] }, { "name": "Cloaker", @@ -4827,7 +5232,13 @@ "fly": 40 }, "armor_desc": "natural armor", - "page_no": 268 + "page_no": 268, + "environments": [ + "underdark", + "Sewer", + "Laboratory", + "Caverns" + ] }, { "name": "Cloud Giant", @@ -4906,7 +5317,12 @@ }, "group": "Giants", "armor_desc": "natural armor", - "page_no": 312 + "page_no": 312, + "environments": [ + "Plane of Air", + "Mountains", + "mountain" + ] }, { "name": "Cockatrice", @@ -4944,7 +5360,17 @@ "walk": 20, "fly": 40 }, - "page_no": 268 + "page_no": 268, + "environments": [ + "Desert", + "Mountains", + "grassland", + "Grassland", + "Ruin", + "Jungle", + "Hills", + "Swamp" + ] }, { "name": "Commoner", @@ -4980,7 +5406,17 @@ "speed_json": { "walk": 30 }, - "page_no": 398 + "page_no": 398, + "environments": [ + "hill", + "urban", + "grassland", + "coastal", + "forest", + "arctic", + "desert", + "Settlement" + ] }, { "name": "Constrictor Snake", @@ -5025,7 +5461,15 @@ "walk": 30, "swim": 30 }, - "page_no": 369 + "page_no": 369, + "environments": [ + "underwater", + "swamp", + "Jungle", + "jungle", + "Swamp", + "forest" + ] }, { "name": "Copper Dragon Wyrmling", @@ -5078,7 +5522,11 @@ }, "group": "Copper Dragon", "armor_desc": "natural armor", - "page_no": 298 + "page_no": 298, + "environments": [ + "Hills", + "Mountains" + ] }, { "name": "Couatl", @@ -5164,7 +5612,15 @@ "fly": 90 }, "armor_desc": "natural armor", - "page_no": 269 + "page_no": 269, + "environments": [ + "urban", + "Desert", + "Jungle", + "Astral Plane", + "grassland", + "forest" + ] }, { "name": "Crab", @@ -5210,7 +5666,12 @@ "swim": 20 }, "armor_desc": "natural armor", - "page_no": 370 + "page_no": 370, + "environments": [ + "desert", + "coastal", + "Water" + ] }, { "name": "Crocodile", @@ -5257,7 +5718,13 @@ "swim": 20 }, "armor_desc": "natural armor", - "page_no": 370 + "page_no": 370, + "environments": [ + "urban", + "swamp", + "Swamp", + "Water" + ] }, { "name": "Cult Fanatic", @@ -5293,7 +5760,7 @@ }, { "name": "Spellcasting", - "desc": "The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n• 1st level (4 slots): command, inflict wounds, shield of faith\n• 2nd level (3 slots): hold person, spiritual weapon", + "desc": "The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n\u2022 1st level (4 slots): command, inflict wounds, shield of faith\n\u2022 2nd level (3 slots): hold person, spiritual weapon", "attack_bonus": 0 } ], @@ -5325,7 +5792,18 @@ "walk": 30 }, "armor_desc": "leather armor", - "page_no": 398 + "page_no": 398, + "environments": [ + "Temple", + "Desert", + "urban", + "Sewer", + "Forest", + "Ruin", + "Jungle", + "Hills", + "Settlement" + ] }, { "name": "Cultist", @@ -5372,7 +5850,18 @@ "walk": 30 }, "armor_desc": "leather armor", - "page_no": 398 + "page_no": 398, + "environments": [ + "Temple", + "Desert", + "urban", + "Sewer", + "Forest", + "Ruin", + "Jungle", + "Hills", + "Settlement" + ] }, { "name": "Darkmantle", @@ -5428,7 +5917,12 @@ "walk": 10, "fly": 30 }, - "page_no": 269 + "page_no": 269, + "environments": [ + "underdark", + "Shadowfell", + "Caverns" + ] }, { "name": "Death Dog", @@ -5479,7 +5973,14 @@ "speed_json": { "walk": 40 }, - "page_no": 370 + "page_no": 370, + "environments": [ + "Desert", + "Abyss", + "Shadowfell", + "Grassland", + "Hell" + ] }, { "name": "Deep Gnome (Svirfneblin)", @@ -5550,7 +6051,11 @@ "walk": 20 }, "armor_desc": "chain shirt", - "page_no": 315 + "page_no": 315, + "environments": [ + "underdark", + "caves" + ] }, { "name": "Deer", @@ -5586,7 +6091,14 @@ "speed_json": { "walk": 50 }, - "page_no": 370 + "page_no": 370, + "environments": [ + "Feywild", + "grassland", + "Forest", + "Grassland", + "forest" + ] }, { "name": "Deva", @@ -5667,7 +6179,11 @@ }, "group": "Angels", "armor_desc": "natural armor", - "page_no": 261 + "page_no": 261, + "environments": [ + "Temple", + "Astral Plane" + ] }, { "name": "Dire Wolf", @@ -5719,7 +6235,17 @@ "walk": 50 }, "armor_desc": "natural armor", - "page_no": 371 + "page_no": 371, + "environments": [ + "hill", + "Mountains", + "Tundra", + "Forest", + "Grassland", + "forest", + "Hills", + "Feywild" + ] }, { "name": "Djinni", @@ -5802,7 +6328,13 @@ }, "group": "Genies", "armor_desc": "natural armor", - "page_no": 310 + "page_no": 310, + "environments": [ + "Desert", + "desert", + "Plane of Air", + "coastal" + ] }, { "name": "Doppelganger", @@ -5869,7 +6401,20 @@ "speed_json": { "walk": 30 }, - "page_no": 279 + "page_no": 279, + "environments": [ + "underdark", + "urban", + "Sewer", + "Forest", + "Grassland", + "Ruin", + "Laboratory", + "Hills", + "Shadowfell", + "Caverns", + "Settlement" + ] }, { "name": "Draft Horse", @@ -5906,7 +6451,11 @@ "speed_json": { "walk": 40 }, - "page_no": 371 + "page_no": 371, + "environments": [ + "urban", + "Settlement" + ] }, { "name": "Dragon Turtle", @@ -5980,7 +6529,14 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 303 + "page_no": 303, + "environments": [ + "underwater", + "coastal", + "Plane of Water", + "desert", + "Water" + ] }, { "name": "Dretch", @@ -6034,7 +6590,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 270 + "page_no": 270, + "environments": [ + "Abyss" + ] }, { "name": "Drider", @@ -6126,7 +6685,12 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 304 + "page_no": 304, + "environments": [ + "underdark", + "Ruin", + "Feywild" + ] }, { "name": "Drow", @@ -6195,7 +6759,10 @@ "walk": 30 }, "armor_desc": "chain shirt", - "page_no": 307 + "page_no": 307, + "environments": [ + "underdark" + ] }, { "name": "Druid", @@ -6226,7 +6793,7 @@ "special_abilities": [ { "name": "Spellcasting", - "desc": "The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:\n\n• Cantrips (at will): druidcraft, produce flame, shillelagh\n• 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave\n• 2nd level (3 slots): animal messenger, barkskin", + "desc": "The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:\n\n\u2022 Cantrips (at will): druidcraft, produce flame, shillelagh\n\u2022 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave\n\u2022 2nd level (3 slots): animal messenger, barkskin", "attack_bonus": 0 } ], @@ -6253,7 +6820,26 @@ "walk": 30 }, "armor_desc": "16 with _barkskin_", - "page_no": 398 + "page_no": 398, + "environments": [ + "hill", + "Desert", + "underdark", + "Mountains", + "coastal", + "Tundra", + "grassland", + "Grassland", + "swamp", + "Swamp", + "mountain", + "desert", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills" + ] }, { "name": "Dryad", @@ -6327,7 +6913,12 @@ "walk": 30 }, "armor_desc": "16 with _barkskin_", - "page_no": 304 + "page_no": 304, + "environments": [ + "Jungle", + "Forest", + "forest" + ] }, { "name": "Duergar", @@ -6394,7 +6985,10 @@ "walk": 25 }, "armor_desc": "scale mail, shield", - "page_no": 305 + "page_no": 305, + "environments": [ + "underdark" + ] }, { "name": "Dust Mephit", @@ -6460,7 +7054,13 @@ "fly": 30 }, "group": "Mephits", - "page_no": 330 + "page_no": 330, + "environments": [ + "Desert", + "Plane of Air", + "Plane of Earth", + "Mountains" + ] }, { "name": "Eagle", @@ -6506,7 +7106,16 @@ "walk": 10, "fly": 60 }, - "page_no": 371 + "page_no": 371, + "environments": [ + "hill", + "Hills", + "grassland", + "Mountains", + "mountain", + "desert", + "coastal" + ] }, { "name": "Earth Elemental", @@ -6563,7 +7172,12 @@ }, "group": "Elementals", "armor_desc": "natural armor", - "page_no": 306 + "page_no": 306, + "environments": [ + "underdark", + "Laboratory", + "Plane of Earth" + ] }, { "name": "Efreeti", @@ -6645,7 +7259,12 @@ }, "group": "Genies", "armor_desc": "natural armor", - "page_no": 310 + "page_no": 310, + "environments": [ + "Desert", + "Plane of Fire", + "Mountains" + ] }, { "name": "Elephant", @@ -6697,7 +7316,14 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 371 + "page_no": 371, + "environments": [ + "Desert", + "Jungle", + "grassland", + "Forest", + "Grassland" + ] }, { "name": "Elk", @@ -6745,7 +7371,14 @@ "speed_json": { "walk": 50 }, - "page_no": 372 + "page_no": 372, + "environments": [ + "hill", + "grassland", + "Tundra", + "Forest", + "forest" + ] }, { "name": "Erinyes", @@ -6825,7 +7458,10 @@ }, "group": "Devils", "armor_desc": "plate", - "page_no": 276 + "page_no": 276, + "environments": [ + "Hell" + ] }, { "name": "Ettercap", @@ -6908,7 +7544,13 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 308 + "page_no": 308, + "environments": [ + "Jungle", + "Forest", + "Swamp", + "forest" + ] }, { "name": "Ettin", @@ -6971,7 +7613,14 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 308 + "page_no": 308, + "environments": [ + "hill", + "underdark", + "Hills", + "mountain", + "Ruin" + ] }, { "name": "Fire Elemental", @@ -7032,7 +7681,11 @@ "walk": 50 }, "group": "Elementals", - "page_no": 306 + "page_no": 306, + "environments": [ + "Plane of Fire", + "Laboratory" + ] }, { "name": "Fire Giant", @@ -7088,7 +7741,15 @@ }, "group": "Giants", "armor_desc": "plate", - "page_no": 312 + "page_no": 312, + "environments": [ + "underdark", + "Desert", + "Mountains", + "mountain", + "Plane of Fire", + "Settlement" + ] }, { "name": "Flesh Golem", @@ -7163,7 +7824,10 @@ "walk": 30 }, "group": "Golems", - "page_no": 316 + "page_no": 316, + "environments": [ + "any" + ] }, { "name": "Flying Snake", @@ -7208,7 +7872,17 @@ "fly": 60, "swim": 30 }, - "page_no": 372 + "page_no": 372, + "environments": [ + "urban", + "Desert", + "grassland", + "forest", + "Jungle", + "jungle", + "Swamp", + "Feywild" + ] }, { "name": "Flying Sword", @@ -7262,7 +7936,11 @@ }, "group": "Animated Objects", "armor_desc": "natural armor", - "page_no": 264 + "page_no": 264, + "environments": [ + "Ruin", + "Laboratory" + ] }, { "name": "Frog", @@ -7305,7 +7983,11 @@ "walk": 20, "swim": 20 }, - "page_no": 372 + "page_no": 372, + "environments": [ + "Jungle", + "Swamp" + ] }, { "name": "Frost Giant", @@ -7361,7 +8043,14 @@ }, "group": "Giants", "armor_desc": "patchwork armor", - "page_no": 313 + "page_no": 313, + "environments": [ + "Shadowfell", + "Mountains", + "mountain", + "Tundra", + "arctic" + ] }, { "name": "Gargoyle", @@ -7419,7 +8108,19 @@ "fly": 60 }, "armor_desc": "natural armor", - "page_no": 309 + "page_no": 309, + "environments": [ + "Temple", + "underdark", + "urban", + "Mountains", + "Ruin", + "Laboratory", + "Tomb", + "Hills", + "Settlement", + "Plane of Earth" + ] }, { "name": "Gelatinous Cube", @@ -7473,7 +8174,15 @@ "walk": 15 }, "group": "Oozes", - "page_no": 337 + "page_no": 337, + "environments": [ + "underdark", + "Sewer", + "Caverns", + "Plane of Water", + "Ruin", + "Water" + ] }, { "name": "Ghast", @@ -7530,7 +8239,26 @@ "walk": 30 }, "group": "Ghouls", - "page_no": 311 + "page_no": 311, + "environments": [ + "Temple", + "Desert", + "underdark", + "Mountains", + "Tundra", + "Grassland", + "Ruin", + "swamp", + "Swamp", + "urban", + "Sewer", + "Abyss", + "Forest", + "Tomb", + "Hills", + "Shadowfell", + "Caverns" + ] }, { "name": "Ghost", @@ -7596,7 +8324,26 @@ "walk": 0, "fly": 40 }, - "page_no": 311 + "page_no": 311, + "environments": [ + "Temple", + "Desert", + "underdark", + "Mountains", + "Tundra", + "Grassland", + "Ruin", + "Swamp", + "Water", + "Settlement", + "urban", + "Forest", + "Ethereal Plane", + "Tomb", + "Jungle", + "Hills", + "Shadowfell" + ] }, { "name": "Ghoul", @@ -7639,7 +8386,27 @@ "walk": 30 }, "group": "Ghouls", - "page_no": 312 + "page_no": 312, + "environments": [ + "Temple", + "Desert", + "underdark", + "Mountains", + "Tundra", + "Grassland", + "Ruin", + "swamp", + "Swamp", + "urban", + "Sewer", + "Abyss", + "Forest", + "Tomb", + "jungle", + "Hills", + "Shadowfell", + "Caverns" + ] }, { "name": "Giant Ape", @@ -7691,7 +8458,13 @@ "walk": 40, "climb": 40 }, - "page_no": 373 + "page_no": 373, + "environments": [ + "Jungle", + "Forest", + "jungle", + "forest" + ] }, { "name": "Giant Badger", @@ -7748,7 +8521,12 @@ "walk": 30, "burrow": 10 }, - "page_no": 373 + "page_no": 373, + "environments": [ + "Forest", + "Grassland", + "forest" + ] }, { "name": "Giant Bat", @@ -7798,7 +8576,12 @@ "walk": 10, "fly": 60 }, - "page_no": 373 + "page_no": 373, + "environments": [ + "underdark", + "forest", + "Caverns" + ] }, { "name": "Giant Boar", @@ -7849,7 +8632,15 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 373 + "page_no": 373, + "environments": [ + "hill", + "jungle", + "Feywild", + "grassland", + "Forest", + "forest" + ] }, { "name": "Giant Centipede", @@ -7888,7 +8679,13 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 374 + "page_no": 374, + "environments": [ + "underdark", + "Ruin", + "urban", + "Caverns" + ] }, { "name": "Giant Constrictor Snake", @@ -7934,7 +8731,16 @@ "walk": 30, "swim": 30 }, - "page_no": 374 + "page_no": 374, + "environments": [ + "underdark", + "underwater", + "swamp", + "Jungle", + "jungle", + "Swamp", + "forest" + ] }, { "name": "Giant Crab", @@ -7981,7 +8787,12 @@ "swim": 30 }, "armor_desc": "natural armor", - "page_no": 374 + "page_no": 374, + "environments": [ + "desert", + "coastal", + "Water" + ] }, { "name": "Giant Crocodile", @@ -8040,7 +8851,12 @@ "swim": 50 }, "armor_desc": "natural armor", - "page_no": 374 + "page_no": 374, + "environments": [ + "swamp", + "Swamp", + "Water" + ] }, { "name": "Giant Eagle", @@ -8098,7 +8914,17 @@ "walk": 10, "fly": 80 }, - "page_no": 375 + "page_no": 375, + "environments": [ + "hill", + "Mountains", + "coastal", + "grassland", + "Hills", + "Feywild", + "mountain", + "desert" + ] }, { "name": "Giant Elk", @@ -8152,7 +8978,15 @@ "walk": 60 }, "armor_desc": "natural armor", - "page_no": 375 + "page_no": 375, + "environments": [ + "hill", + "grassland", + "mountain", + "Tundra", + "Forest", + "forest" + ] }, { "name": "Giant Fire Beetle", @@ -8197,7 +9031,11 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 375 + "page_no": 375, + "environments": [ + "underdark", + "Caverns" + ] }, { "name": "Giant Frog", @@ -8254,7 +9092,15 @@ "walk": 30, "swim": 30 }, - "page_no": 376 + "page_no": 376, + "environments": [ + "swamp", + "Jungle", + "jungle", + "Swamp", + "Water", + "forest" + ] }, { "name": "Giant Goat", @@ -8305,7 +9151,14 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 376 + "page_no": 376, + "environments": [ + "hill", + "Hills", + "grassland", + "Mountains", + "mountain" + ] }, { "name": "Giant Hyena", @@ -8350,7 +9203,16 @@ "speed_json": { "walk": 50 }, - "page_no": 376 + "page_no": 376, + "environments": [ + "hill", + "Desert", + "Shadowfell", + "grassland", + "Grassland", + "Ruin", + "forest" + ] }, { "name": "Giant Lizard", @@ -8401,7 +9263,20 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 377 + "page_no": 377, + "environments": [ + "underdark", + "Desert", + "coastal", + "Grassland", + "forest", + "Ruin", + "swamp", + "Jungle", + "jungle", + "Swamp", + "desert" + ] }, { "name": "Giant Octopus", @@ -8463,7 +9338,11 @@ "walk": 10, "swim": 60 }, - "page_no": 377 + "page_no": 377, + "environments": [ + "underwater", + "Water" + ] }, { "name": "Giant Owl", @@ -8515,7 +9394,14 @@ "walk": 5, "fly": 60 }, - "page_no": 377 + "page_no": 377, + "environments": [ + "hill", + "Feywild", + "Forest", + "forest", + "arctic" + ] }, { "name": "Giant Poisonous Snake", @@ -8554,7 +9440,27 @@ "walk": 30, "swim": 30 }, - "page_no": 378 + "page_no": 378, + "environments": [ + "underdark", + "Desert", + "Mountains", + "grassland", + "Grassland", + "Ruin", + "swamp", + "Swamp", + "Water", + "urban", + "Sewer", + "Forest", + "forest", + "Tomb", + "Jungle", + "Hills", + "jungle", + "Caverns" + ] }, { "name": "Giant Rat", @@ -8603,7 +9509,19 @@ "speed_json": { "walk": 30 }, - "page_no": 378 + "page_no": 378, + "environments": [ + "underdark", + "urban", + "Sewer", + "Forest", + "forest", + "Ruin", + "swamp", + "Swamp", + "Caverns", + "Settlement" + ] }, { "name": "Giant Rat (Diseased)", @@ -8640,7 +9558,15 @@ "speed_json": { "walk": 30 }, - "page_no": 378 + "page_no": 378, + "environments": [ + "Sewer", + "Swamp", + "Caverns", + "Forest", + "Ruin", + "Settlement" + ] }, { "name": "Giant Scorpion", @@ -8690,7 +9616,12 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 378 + "page_no": 378, + "environments": [ + "Desert", + "jungle", + "Shadowfell" + ] }, { "name": "Giant Sea Horse", @@ -8742,7 +9673,10 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 378 + "page_no": 378, + "environments": [ + "underwater" + ] }, { "name": "Giant Shark", @@ -8793,7 +9727,12 @@ "swim": 50 }, "armor_desc": "natural armor", - "page_no": 379 + "page_no": 379, + "environments": [ + "underwater", + "Plane of Water", + "Water" + ] }, { "name": "Giant Spider", @@ -8855,7 +9794,20 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 379 + "page_no": 379, + "environments": [ + "underdark", + "urban", + "Forest", + "forest", + "Ruin", + "swamp", + "Jungle", + "Feywild", + "Shadowfell", + "Caverns", + "Swamp" + ] }, { "name": "Giant Toad", @@ -8910,7 +9862,17 @@ "walk": 20, "swim": 40 }, - "page_no": 380 + "page_no": 380, + "environments": [ + "underdark", + "coastal", + "forest", + "swamp", + "Jungle", + "Swamp", + "Water", + "desert" + ] }, { "name": "Giant Vulture", @@ -8973,7 +9935,11 @@ "walk": 10, "fly": 60 }, - "page_no": 380 + "page_no": 380, + "environments": [ + "Desert", + "grassland" + ] }, { "name": "Giant Wasp", @@ -9011,7 +9977,16 @@ "walk": 10, "fly": 50 }, - "page_no": 380 + "page_no": 380, + "environments": [ + "urban", + "jungle", + "Hills", + "grassland", + "Forest", + "Grassland", + "forest" + ] }, { "name": "Giant Weasel", @@ -9057,7 +10032,14 @@ "speed_json": { "walk": 40 }, - "page_no": 381 + "page_no": 381, + "environments": [ + "hill", + "Feywild", + "grassland", + "Forest", + "forest" + ] }, { "name": "Giant Wolf Spider", @@ -9114,7 +10096,18 @@ "walk": 40, "climb": 40 }, - "page_no": 381 + "page_no": 381, + "environments": [ + "hill", + "Desert", + "grassland", + "coastal", + "Grassland", + "forest", + "Ruin", + "Feywild", + "desert" + ] }, { "name": "Gibbering Mouther", @@ -9173,7 +10166,14 @@ "walk": 10, "swim": 10 }, - "page_no": 314 + "page_no": 314, + "environments": [ + "underdark", + "Sewer", + "Astral Plane", + "Caverns", + "Laboratory" + ] }, { "name": "Glabrezu", @@ -9253,7 +10253,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 271 + "page_no": 271, + "environments": [ + "Abyss" + ] }, { "name": "Gladiator", @@ -9327,7 +10330,11 @@ "walk": 30 }, "armor_desc": "studded leather, shield", - "page_no": 399 + "page_no": 399, + "environments": [ + "urban", + "Settlement" + ] }, { "name": "Gnoll", @@ -9386,7 +10393,19 @@ "walk": 30 }, "armor_desc": "hide armor, shield", - "page_no": 314 + "page_no": 314, + "environments": [ + "hill", + "Desert", + "Abyss", + "Mountains", + "grassland", + "Grassland", + "forest", + "Jungle", + "Hills", + "Settlement" + ] }, { "name": "Goat", @@ -9436,7 +10455,16 @@ "speed_json": { "walk": 40 }, - "page_no": 381 + "page_no": 381, + "environments": [ + "hill", + "urban", + "Hills", + "Mountains", + "grassland", + "mountain", + "Settlement" + ] }, { "name": "Goblin", @@ -9489,7 +10517,27 @@ "walk": 30 }, "armor_desc": "leather armor, shield", - "page_no": 315 + "page_no": 315, + "environments": [ + "hill", + "Desert", + "underdark", + "Mountains", + "grassland", + "Tundra", + "Grassland", + "Ruin", + "Feywild", + "Swamp", + "Settlement", + "Sewer", + "Forest", + "forest", + "Jungle", + "Hills", + "jungle", + "Caverns" + ] }, { "name": "Gold Dragon Wyrmling", @@ -9549,7 +10597,13 @@ }, "group": "Gold Dragon", "armor_desc": "natural armor", - "page_no": 300 + "page_no": 300, + "environments": [ + "Grassland", + "Astral Plane", + "Ruin", + "Water" + ] }, { "name": "Gorgon", @@ -9607,7 +10661,17 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 317 + "page_no": 317, + "environments": [ + "hill", + "Desert", + "grassland", + "Forest", + "Grassland", + "forest", + "Hills", + "Plane of Earth" + ] }, { "name": "Gray Ooze", @@ -9664,7 +10728,16 @@ "climb": 10 }, "group": "Oozes", - "page_no": 338 + "page_no": 338, + "environments": [ + "underdark", + "Sewer", + "Mountains", + "Caverns", + "Ruin", + "Plane of Earth", + "Water" + ] }, { "name": "Green Dragon Wyrmling", @@ -9724,7 +10797,11 @@ }, "group": "Green Dragon", "armor_desc": "natural armor", - "page_no": 286 + "page_no": 286, + "environments": [ + "Jungle", + "Forest" + ] }, { "name": "Green Hag", @@ -9776,7 +10853,7 @@ }, { "name": "Shared Spellcasting (Coven Only)", - "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n• 1st level (4 slots): identify, ray of sickness\n• 2nd level (3 slots): hold person, locate object\n• 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n• 4th level (3 slots): phantasmal killer, polymorph\n• 5th level (2 slots): contact other plane, scrying\n• 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", + "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n\u2022 1st level (4 slots): identify, ray of sickness\n\u2022 2nd level (3 slots): hold person, locate object\n\u2022 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n\u2022 4th level (3 slots): phantasmal killer, polymorph\n\u2022 5th level (2 slots): contact other plane, scrying\n\u2022 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", "attack_bonus": 0 }, { @@ -9826,7 +10903,20 @@ }, "group": "Hags", "armor_desc": "natural armor", - "page_no": 319 + "page_no": 319, + "environments": [ + "hill", + "Forest", + "forest", + "Ruin", + "swamp", + "Jungle", + "Feywild", + "Shadowfell", + "Caverns", + "Swamp", + "Settlement" + ] }, { "name": "Grick", @@ -9884,7 +10974,17 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 318 + "page_no": 318, + "environments": [ + "underdark", + "Sewer", + "Mountains", + "forest", + "Ruin", + "Tomb", + "Caverns", + "Plane of Earth" + ] }, { "name": "Griffon", @@ -9942,7 +11042,20 @@ "walk": 30, "fly": 80 }, - "page_no": 318 + "page_no": 318, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "grassland", + "Grassland", + "arctic", + "Hills", + "Plane of Air", + "mountain", + "desert" + ] }, { "name": "Grimlock", @@ -9999,7 +11112,16 @@ "speed_json": { "walk": 30 }, - "page_no": 318 + "page_no": 318, + "environments": [ + "underdark", + "Sewer", + "Shadowfell", + "Caverns", + "Ruin", + "Plane of Earth", + "Tomb" + ] }, { "name": "Guard", @@ -10038,7 +11160,22 @@ "walk": 30 }, "armor_desc": "chain shirt, shield", - "page_no": 399 + "page_no": 399, + "environments": [ + "hill", + "Desert", + "urban", + "Mountains", + "coastal", + "grassland", + "Forest", + "Grassland", + "forest", + "Hills", + "mountain", + "desert", + "Settlement" + ] }, { "name": "Guardian Naga", @@ -10076,7 +11213,7 @@ }, { "name": "Spellcasting", - "desc": "The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n• Cantrips (at will): mending, sacred flame, thaumaturgy\n• 1st level (4 slots): command, cure wounds, shield of faith\n• 2nd level (3 slots): calm emotions, hold person\n• 3rd level (3 slots): bestow curse, clairvoyance\n• 4th level (3 slots): banishment, freedom of movement\n• 5th level (2 slots): flame strike, geas\n• 6th level (1 slot): true seeing", + "desc": "The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n\u2022 Cantrips (at will): mending, sacred flame, thaumaturgy\n\u2022 1st level (4 slots): command, cure wounds, shield of faith\n\u2022 2nd level (3 slots): calm emotions, hold person\n\u2022 3rd level (3 slots): bestow curse, clairvoyance\n\u2022 4th level (3 slots): banishment, freedom of movement\n\u2022 5th level (2 slots): flame strike, geas\n\u2022 6th level (1 slot): true seeing", "attack_bonus": 0 } ], @@ -10117,7 +11254,18 @@ }, "group": "Nagas", "armor_desc": "natural armor", - "page_no": 336 + "page_no": 336, + "environments": [ + "Temple", + "Desert", + "Astral Plane", + "Mountains", + "Forest", + "forest", + "Ruin", + "Jungle", + "Caverns" + ] }, { "name": "Gynosphinx", @@ -10159,7 +11307,7 @@ }, { "name": "Spellcasting", - "desc": "The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n• Cantrips (at will): mage hand, minor illusion, prestidigitation\n• 1st level (4 slots): detect magic, identify, shield\n• 2nd level (3 slots): darkness, locate object, suggestion\n• 3rd level (3 slots): dispel magic, remove curse, tongues\n• 4th level (3 slots): banishment, greater invisibility\n• 5th level (1 slot): legend lore", + "desc": "The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n\u2022 Cantrips (at will): mage hand, minor illusion, prestidigitation\n\u2022 1st level (4 slots): detect magic, identify, shield\n\u2022 2nd level (3 slots): darkness, locate object, suggestion\n\u2022 3rd level (3 slots): dispel magic, remove curse, tongues\n\u2022 4th level (3 slots): banishment, greater invisibility\n\u2022 5th level (1 slot): legend lore", "attack_bonus": 0 } ], @@ -10218,7 +11366,11 @@ }, "group": "Sphinxes", "armor_desc": "natural armor", - "page_no": 348 + "page_no": 348, + "environments": [ + "desert", + "ruins" + ] }, { "name": "Half-Red Dragon Veteran", @@ -10281,7 +11433,15 @@ "walk": 30 }, "armor_desc": "plate", - "page_no": 321 + "page_no": 321, + "environments": [ + "Desert", + "Hills", + "Mountains", + "Plane of Fire", + "Ruin", + "Settlement" + ] }, { "name": "Harpy", @@ -10336,7 +11496,22 @@ "walk": 20, "fly": 40 }, - "page_no": 321 + "page_no": 321, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "Tundra", + "Forest", + "Grassland", + "forest", + "Jungle", + "Hills", + "Swamp", + "mountain", + "desert" + ] }, { "name": "Hawk", @@ -10381,7 +11556,13 @@ "walk": 10, "fly": 60 }, - "page_no": 382 + "page_no": 382, + "environments": [ + "Settlement", + "Forest", + "Grassland", + "Mountains" + ] }, { "name": "Hell Hound", @@ -10438,7 +11619,18 @@ "walk": 50 }, "armor_desc": "natural armor", - "page_no": 321 + "page_no": 321, + "environments": [ + "underdark", + "Desert", + "Astral Plane", + "Mountains", + "Plane of Fire", + "Laboratory", + "Shadowfell", + "mountain", + "Hell" + ] }, { "name": "Hezrou", @@ -10509,7 +11701,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 271 + "page_no": 271, + "environments": [ + "Abyss" + ] }, { "name": "Hill Giant", @@ -10561,7 +11756,15 @@ }, "group": "Giants", "armor_desc": "natural armor", - "page_no": 313 + "page_no": 313, + "environments": [ + "hill", + "Feywild", + "Mountains", + "Forest", + "Ruin", + "Plane of Earth" + ] }, { "name": "Hippogriff", @@ -10619,7 +11822,17 @@ "walk": 40, "fly": 60 }, - "page_no": 322 + "page_no": 322, + "environments": [ + "hill", + "Mountains", + "grassland", + "Forest", + "Grassland", + "Hills", + "Plane of Air", + "mountain" + ] }, { "name": "Hobgoblin", @@ -10672,7 +11885,19 @@ "walk": 30 }, "armor_desc": "chain mail, shield", - "page_no": 322 + "page_no": 322, + "environments": [ + "hill", + "Desert", + "underdark", + "Mountains", + "grassland", + "Forest", + "Grassland", + "forest", + "Hills", + "Caverns" + ] }, { "name": "Homunculus", @@ -10717,7 +11942,10 @@ "fly": 40 }, "armor_desc": "natural armor", - "page_no": 322 + "page_no": 322, + "environments": [ + "Laboratory" + ] }, { "name": "Horned Devil", @@ -10791,7 +12019,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 276 + "page_no": 276, + "environments": [ + "Hell" + ] }, { "name": "Hunter Shark", @@ -10842,7 +12073,11 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 382 + "page_no": 382, + "environments": [ + "underwater", + "Water" + ] }, { "name": "Hydra", @@ -10909,7 +12144,14 @@ "swim": 30 }, "armor_desc": "natural armor", - "page_no": 323 + "page_no": 323, + "environments": [ + "swamp", + "Swamp", + "Caverns", + "Plane of Water", + "Water" + ] }, { "name": "Hyena", @@ -10953,7 +12195,16 @@ "speed_json": { "walk": 50 }, - "page_no": 382 + "page_no": 382, + "environments": [ + "hill", + "Desert", + "Shadowfell", + "grassland", + "Grassland", + "Ruin", + "forest" + ] }, { "name": "Ice Devil", @@ -11032,7 +12283,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 277 + "page_no": 277, + "environments": [ + "Hell" + ] }, { "name": "Ice Mephit", @@ -11104,7 +12358,14 @@ "fly": 30 }, "group": "Mephits", - "page_no": 331 + "page_no": 331, + "environments": [ + "Plane of Air", + "Mountains", + "Tundra", + "Plane of Water", + "arctic" + ] }, { "name": "Imp", @@ -11174,7 +12435,10 @@ "fly": 40 }, "group": "Devils", - "page_no": 277 + "page_no": 277, + "environments": [ + "Hell" + ] }, { "name": "Invisible Stalker", @@ -11232,7 +12496,16 @@ "walk": 50, "fly": 50 }, - "page_no": 323 + "page_no": 323, + "environments": [ + "Temple", + "urban", + "Plane of Air", + "Swamp", + "Settlement", + "Grassland", + "Laboratory" + ] }, { "name": "Iron Golem", @@ -11311,7 +12584,10 @@ }, "group": "Golems", "armor_desc": "natural armor", - "page_no": 317 + "page_no": 317, + "environments": [ + "any" + ] }, { "name": "Jackal", @@ -11361,7 +12637,14 @@ "speed_json": { "walk": 40 }, - "page_no": 382 + "page_no": 382, + "environments": [ + "Desert", + "Shadowfell", + "grassland", + "Grassland", + "Ruin" + ] }, { "name": "Killer Whale", @@ -11415,7 +12698,11 @@ "swim": 60 }, "armor_desc": "natural armor", - "page_no": 383 + "page_no": 383, + "environments": [ + "underwater", + "Water" + ] }, { "name": "Knight", @@ -11485,7 +12772,15 @@ "walk": 30 }, "armor_desc": "plate", - "page_no": 400 + "page_no": 400, + "environments": [ + "Temple", + "urban", + "Hills", + "Mountains", + "Grassland", + "Settlement" + ] }, { "name": "Kobold", @@ -11541,7 +12836,29 @@ "speed_json": { "walk": 30 }, - "page_no": 324 + "page_no": 324, + "environments": [ + "hill", + "underdark", + "Mountains", + "coastal", + "Tundra", + "Grassland", + "Ruin", + "swamp", + "Swamp", + "mountain", + "desert", + "Settlement", + "urban", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills", + "Caverns", + "Plane of Earth" + ] }, { "name": "Kraken", @@ -11643,7 +12960,12 @@ "swim": 60 }, "armor_desc": "natural armor", - "page_no": 324 + "page_no": 324, + "environments": [ + "underwater", + "Plane of Water", + "Water" + ] }, { "name": "Lamia", @@ -11717,7 +13039,13 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 325 + "page_no": 325, + "environments": [ + "Desert", + "Grassland", + "Hills", + "Abyss" + ] }, { "name": "Lemure", @@ -11766,7 +13094,10 @@ "walk": 15 }, "group": "Devils", - "page_no": 278 + "page_no": 278, + "environments": [ + "Hell" + ] }, { "name": "Lich", @@ -11811,7 +13142,7 @@ }, { "name": "Spellcasting", - "desc": "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n• Cantrips (at will): mage hand, prestidigitation, ray of frost\n• 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n• 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image\n• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n• 4th level (3 slots): blight, dimension door\n• 5th level (3 slots): cloudkill, scrying\n• 6th level (1 slot): disintegrate, globe of invulnerability\n• 7th level (1 slot): finger of death, plane shift\n• 8th level (1 slot): dominate monster, power word stun\n• 9th level (1 slot): power word kill", + "desc": "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n\u2022 Cantrips (at will): mage hand, prestidigitation, ray of frost\n\u2022 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n\u2022 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image\n\u2022 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n\u2022 4th level (3 slots): blight, dimension door\n\u2022 5th level (3 slots): cloudkill, scrying\n\u2022 6th level (1 slot): disintegrate, globe of invulnerability\n\u2022 7th level (1 slot): finger of death, plane shift\n\u2022 8th level (1 slot): dominate monster, power word stun\n\u2022 9th level (1 slot): power word kill", "attack_bonus": 0 }, { @@ -11884,7 +13215,13 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 325 + "page_no": 325, + "environments": [ + "Shadowfell", + "Ruin", + "Laboratory", + "Tomb" + ] }, { "name": "Lion", @@ -11952,7 +13289,15 @@ "speed_json": { "walk": 50 }, - "page_no": 383 + "page_no": 383, + "environments": [ + "hill", + "Desert", + "grassland", + "mountain", + "Forest", + "Grassland" + ] }, { "name": "Lizard", @@ -11989,7 +13334,15 @@ "walk": 20, "climb": 20 }, - "page_no": 383 + "page_no": 383, + "environments": [ + "Desert", + "Jungle", + "jungle", + "Swamp", + "Grassland", + "Ruin" + ] }, { "name": "Lizardfolk", @@ -12064,7 +13417,14 @@ "swim": 30 }, "armor_desc": "natural armor, shield", - "page_no": 326 + "page_no": 326, + "environments": [ + "swamp", + "Jungle", + "jungle", + "Swamp", + "forest" + ] }, { "name": "Mage", @@ -12096,7 +13456,7 @@ "special_abilities": [ { "name": "Spellcasting", - "desc": "The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n• Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n• 1st level (4 slots): detect magic, mage armor, magic missile, shield\n• 2nd level (3 slots): misty step, suggestion\n• 3rd level (3 slots): counterspell, fireball, fly\n• 4th level (3 slots): greater invisibility, ice storm\n• 5th level (1 slot): cone of cold", + "desc": "The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n\u2022 Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n\u2022 1st level (4 slots): detect magic, mage armor, magic missile, shield\n\u2022 2nd level (3 slots): misty step, suggestion\n\u2022 3rd level (3 slots): counterspell, fireball, fly\n\u2022 4th level (3 slots): greater invisibility, ice storm\n\u2022 5th level (1 slot): cone of cold", "attack_bonus": 0 } ], @@ -12131,7 +13491,21 @@ "walk": 30 }, "armor_desc": "15 with _mage armor_", - "page_no": 400 + "page_no": 400, + "environments": [ + "urban", + "Desert", + "Mountains", + "Forest", + "Ruin", + "Laboratory", + "Jungle", + "Hills", + "Feywild", + "Shadowfell", + "Swamp", + "Settlement" + ] }, { "name": "Magma Mephit", @@ -12202,7 +13576,14 @@ "fly": 30 }, "group": "Mephits", - "page_no": 331 + "page_no": 331, + "environments": [ + "underdark", + "Mountains", + "Caverns", + "Plane of Fire", + "Plane of Earth" + ] }, { "name": "Magmin", @@ -12252,7 +13633,14 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 329 + "page_no": 329, + "environments": [ + "Desert", + "Mountains", + "Caverns", + "Plane of Fire", + "Laboratory" + ] }, { "name": "Mammoth", @@ -12304,7 +13692,11 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 384 + "page_no": 384, + "environments": [ + "Tundra", + "arctic" + ] }, { "name": "Manticore", @@ -12369,7 +13761,22 @@ "fly": 50 }, "armor_desc": "natural armor", - "page_no": 329 + "page_no": 329, + "environments": [ + "hill", + "Desert", + "Mountains", + "coastal", + "Tundra", + "grassland", + "Forest", + "Grassland", + "arctic", + "Jungle", + "Hills", + "mountain", + "desert" + ] }, { "name": "Marilith", @@ -12458,7 +13865,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 272 + "page_no": 272, + "environments": [ + "Abyss" + ] }, { "name": "Mastiff", @@ -12503,7 +13913,13 @@ "speed_json": { "walk": 40 }, - "page_no": 384 + "page_no": 384, + "environments": [ + "hill", + "forest", + "Settlement", + "urban" + ] }, { "name": "Medusa", @@ -12570,7 +13986,17 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 330 + "page_no": 330, + "environments": [ + "Desert", + "Mountains", + "Tundra", + "Forest", + "Jungle", + "Caverns", + "Settlement", + "Plane of Earth" + ] }, { "name": "Merfolk", @@ -12615,7 +14041,13 @@ "walk": 10, "swim": 40 }, - "page_no": 332 + "page_no": 332, + "environments": [ + "underwater", + "desert", + "coastal", + "Water" + ] }, { "name": "Merrow", @@ -12680,7 +14112,14 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 332 + "page_no": 332, + "environments": [ + "underwater", + "Swamp", + "coastal", + "desert", + "Water" + ] }, { "name": "Mimic", @@ -12748,7 +14187,15 @@ "walk": 15 }, "armor_desc": "natural armor", - "page_no": 332 + "page_no": 332, + "environments": [ + "underdark", + "Desert", + "urban", + "Caverns", + "Ruin", + "Laboratory" + ] }, { "name": "Minotaur", @@ -12812,7 +14259,13 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 333 + "page_no": 333, + "environments": [ + "underdark", + "Abyss", + "Plane of Earth", + "Caverns" + ] }, { "name": "Minotaur Skeleton", @@ -12866,7 +14319,10 @@ }, "group": "Skeletons", "armor_desc": "natural armor", - "page_no": 346 + "page_no": 346, + "environments": [ + "underdark" + ] }, { "name": "Mule", @@ -12915,7 +14371,13 @@ "speed_json": { "walk": 40 }, - "page_no": 384 + "page_no": 384, + "environments": [ + "hill", + "Grassland", + "Settlement", + "urban" + ] }, { "name": "Mummy", @@ -12965,7 +14427,14 @@ }, "group": "Mummies", "armor_desc": "natural armor", - "page_no": 333 + "page_no": 333, + "environments": [ + "Temple", + "Desert", + "Shadowfell", + "Ruin", + "Tomb" + ] }, { "name": "Mummy Lord", @@ -13009,7 +14478,7 @@ }, { "name": "Spellcasting", - "desc": "The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n• Cantrips (at will): sacred flame, thaumaturgy\n• 1st level (4 slots): command, guiding bolt, shield of faith\n• 2nd level (3 slots): hold person, silence, spiritual weapon\n• 3rd level (3 slots): animate dead, dispel magic\n• 4th level (3 slots): divination, guardian of faith\n• 5th level (2 slots): contagion, insect plague\n• 6th level (1 slot): harm", + "desc": "The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n\u2022 Cantrips (at will): sacred flame, thaumaturgy\n\u2022 1st level (4 slots): command, guiding bolt, shield of faith\n\u2022 2nd level (3 slots): hold person, silence, spiritual weapon\n\u2022 3rd level (3 slots): animate dead, dispel magic\n\u2022 4th level (3 slots): divination, guardian of faith\n\u2022 5th level (2 slots): contagion, insect plague\n\u2022 6th level (1 slot): harm", "attack_bonus": 0 } ], @@ -13082,7 +14551,14 @@ }, "group": "Mummies", "armor_desc": "natural armor", - "page_no": 334 + "page_no": 334, + "environments": [ + "Temple", + "Desert", + "Shadowfell", + "Ruin", + "Tomb" + ] }, { "name": "Nalfeshnee", @@ -13160,7 +14636,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 272 + "page_no": 272, + "environments": [ + "Abyss" + ] }, { "name": "Night Hag", @@ -13212,7 +14691,7 @@ }, { "name": "Shared Spellcasting (Coven Only)", - "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n• 1st level (4 slots): identify, ray of sickness\n• 2nd level (3 slots): hold person, locate object\n• 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n• 4th level (3 slots): phantasmal killer, polymorph\n• 5th level (2 slots): contact other plane, scrying\n• 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", + "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n\u2022 1st level (4 slots): identify, ray of sickness\n\u2022 2nd level (3 slots): hold person, locate object\n\u2022 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n\u2022 4th level (3 slots): phantasmal killer, polymorph\n\u2022 5th level (2 slots): contact other plane, scrying\n\u2022 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", "attack_bonus": 0 }, { @@ -13269,7 +14748,19 @@ }, "group": "Hags", "armor_desc": "natural armor", - "page_no": 319 + "page_no": 319, + "environments": [ + "Forest", + "Ruin", + "Jungle", + "jungle", + "Feywild", + "Shadowfell", + "Caverns", + "Swamp", + "Settlement", + "Hell" + ] }, { "name": "Nightmare", @@ -13325,7 +14816,12 @@ "fly": 90 }, "armor_desc": "natural armor", - "page_no": 336 + "page_no": 336, + "environments": [ + "Abyss", + "Shadowfell", + "Hell" + ] }, { "name": "Noble", @@ -13373,7 +14869,13 @@ "walk": 30 }, "armor_desc": "breastplate", - "page_no": 401 + "page_no": 401, + "environments": [ + "urban", + "Grassland", + "Hills", + "Settlement" + ] }, { "name": "Ochre Jelly", @@ -13431,7 +14933,14 @@ "climb": 10 }, "group": "Oozes", - "page_no": 338 + "page_no": 338, + "environments": [ + "underdark", + "Sewer", + "Caverns", + "Ruin", + "Water" + ] }, { "name": "Octopus", @@ -13492,7 +15001,10 @@ "walk": 5, "swim": 30 }, - "page_no": 384 + "page_no": 384, + "environments": [ + "Water" + ] }, { "name": "Ogre", @@ -13537,7 +15049,29 @@ "walk": 40 }, "armor_desc": "hide armor", - "page_no": 336 + "page_no": 336, + "environments": [ + "hill", + "Desert", + "underdark", + "grassland", + "Mountains", + "coastal", + "Tundra", + "Grassland", + "Ruin", + "swamp", + "Feywild", + "Swamp", + "mountain", + "desert", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills", + "Caverns" + ] }, { "name": "Ogre Zombie", @@ -13583,7 +15117,13 @@ "walk": 30 }, "group": "Zombies", - "page_no": 357 + "page_no": 357, + "environments": [ + "Temple", + "Ruin", + "Shadowfell", + "Tomb" + ] }, { "name": "Oni", @@ -13671,7 +15211,11 @@ "fly": 30 }, "armor_desc": "chain mail", - "page_no": 336 + "page_no": 336, + "environments": [ + "urban", + "forest" + ] }, { "name": "Orc", @@ -13724,7 +15268,16 @@ "walk": 30 }, "armor_desc": "hide armor", - "page_no": 339 + "page_no": 339, + "environments": [ + "hill", + "underdark", + "swamp", + "grassland", + "mountain", + "forest", + "arctic" + ] }, { "name": "Otyugh", @@ -13787,7 +15340,15 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 339 + "page_no": 339, + "environments": [ + "underdark", + "Sewer", + "Swamp", + "Caverns", + "Ruin", + "Laboratory" + ] }, { "name": "Owl", @@ -13838,7 +15399,12 @@ "walk": 5, "fly": 60 }, - "page_no": 385 + "page_no": 385, + "environments": [ + "Forest", + "forest", + "arctic" + ] }, { "name": "Owlbear", @@ -13896,7 +15462,15 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 339 + "page_no": 339, + "environments": [ + "Jungle", + "Hills", + "Feywild", + "Mountains", + "Forest", + "forest" + ] }, { "name": "Panther", @@ -13955,7 +15529,14 @@ "walk": 50, "climb": 40 }, - "page_no": 385 + "page_no": 385, + "environments": [ + "hill", + "Jungle", + "grassland", + "Forest", + "forest" + ] }, { "name": "Pegasus", @@ -13997,7 +15578,17 @@ "walk": 60, "fly": 90 }, - "page_no": 340 + "page_no": 340, + "environments": [ + "hill", + "Astral Plane", + "Mountains", + "grassland", + "Forest", + "forest", + "Hills", + "Feywild" + ] }, { "name": "Phase Spider", @@ -14054,7 +15645,22 @@ "climb": 30 }, "armor_desc": "natural armor", - "page_no": 385 + "page_no": 385, + "environments": [ + "hill", + "underdark", + "urban", + "Astral Plane", + "Mountains", + "grassland", + "Grassland", + "forest", + "Ruin", + "Ethereal Plane", + "Feywild", + "Shadowfell", + "Caverns" + ] }, { "name": "Pit Fiend", @@ -14151,7 +15757,10 @@ }, "group": "Devils", "armor_desc": "natural armor", - "page_no": 278 + "page_no": 278, + "environments": [ + "Hell" + ] }, { "name": "Planetar", @@ -14238,7 +15847,11 @@ }, "group": "Angels", "armor_desc": "natural armor", - "page_no": 262 + "page_no": 262, + "environments": [ + "Temple", + "Astral Plane" + ] }, { "name": "Plesiosaurus", @@ -14287,7 +15900,14 @@ }, "group": "Dinosaurs", "armor_desc": "natural armor", - "page_no": 279 + "page_no": 279, + "environments": [ + "underwater", + "coastal", + "Plane of Water", + "desert", + "Water" + ] }, { "name": "Poisonous Snake", @@ -14324,7 +15944,28 @@ "walk": 30, "swim": 30 }, - "page_no": 386 + "page_no": 386, + "environments": [ + "hill", + "Desert", + "grassland", + "Mountains", + "coastal", + "Grassland", + "Ruin", + "swamp", + "Swamp", + "Water", + "desert", + "Sewer", + "Forest", + "forest", + "Tomb", + "Jungle", + "jungle", + "Hills", + "Caverns" + ] }, { "name": "Polar Bear", @@ -14383,7 +16024,12 @@ "swim": 30 }, "armor_desc": "natural armor", - "page_no": 386 + "page_no": 386, + "environments": [ + "Tundra", + "underdark", + "arctic" + ] }, { "name": "Pony", @@ -14420,7 +16066,12 @@ "speed_json": { "walk": 40 }, - "page_no": 386 + "page_no": 386, + "environments": [ + "urban", + "Settlement", + "Mountains" + ] }, { "name": "Priest", @@ -14457,7 +16108,7 @@ }, { "name": "Spellcasting", - "desc": "The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n• Cantrips (at will): light, sacred flame, thaumaturgy\n• 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n• 2nd level (3 slots): lesser restoration, spiritual weapon\n• 3rd level (2 slots): dispel magic, spirit guardians", + "desc": "The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n\u2022 Cantrips (at will): light, sacred flame, thaumaturgy\n\u2022 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n\u2022 2nd level (3 slots): lesser restoration, spiritual weapon\n\u2022 3rd level (2 slots): dispel magic, spirit guardians", "attack_bonus": 0 } ], @@ -14485,7 +16136,14 @@ "walk": 25 }, "armor_desc": "chain shirt", - "page_no": 401 + "page_no": 401, + "environments": [ + "Temple", + "Desert", + "urban", + "Hills", + "Settlement" + ] }, { "name": "Pseudodragon", @@ -14555,7 +16213,20 @@ "fly": 60 }, "armor_desc": "natural armor", - "page_no": 340 + "page_no": 340, + "environments": [ + "hill", + "Desert", + "urban", + "Mountains", + "coastal", + "Forest", + "forest", + "Jungle", + "Swamp", + "mountain", + "desert" + ] }, { "name": "Purple Worm", @@ -14615,7 +16286,12 @@ "burrow": 30 }, "armor_desc": "natural armor", - "page_no": 340 + "page_no": 340, + "environments": [ + "underdark", + "Mountains", + "Caverns" + ] }, { "name": "Quasit", @@ -14681,7 +16357,10 @@ "walk": 40 }, "group": "Demons", - "page_no": 273 + "page_no": 273, + "environments": [ + "Abyss" + ] }, { "name": "Quipper", @@ -14729,7 +16408,12 @@ "speed_json": { "swim": 40 }, - "page_no": 387 + "page_no": 387, + "environments": [ + "underwater", + "Sewer", + "Water" + ] }, { "name": "Rakshasa", @@ -14801,7 +16485,19 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 341 + "page_no": 341, + "environments": [ + "urban", + "Desert", + "Abyss", + "Forest", + "Grassland", + "Jungle", + "Hills", + "Swamp", + "Settlement", + "Hell" + ] }, { "name": "Rat", @@ -14844,7 +16540,17 @@ "speed_json": { "walk": 20 }, - "page_no": 387 + "page_no": 387, + "environments": [ + "urban", + "Sewer", + "Forest", + "Ruin", + "swamp", + "Swamp", + "Caverns", + "Settlement" + ] }, { "name": "Raven", @@ -14888,7 +16594,14 @@ "walk": 10, "fly": 50 }, - "page_no": 387 + "page_no": 387, + "environments": [ + "hill", + "urban", + "swamp", + "Swamp", + "Forest" + ] }, { "name": "Red Dragon Wyrmling", @@ -14941,7 +16654,10 @@ }, "group": "Red Dragon", "armor_desc": "natural armor", - "page_no": 288 + "page_no": 288, + "environments": [ + "Mountains" + ] }, { "name": "Reef Shark", @@ -14992,7 +16708,11 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 387 + "page_no": 387, + "environments": [ + "underwater", + "Water" + ] }, { "name": "Remorhaz", @@ -15044,7 +16764,12 @@ "burrow": 20 }, "armor_desc": "natural armor", - "page_no": 341 + "page_no": 341, + "environments": [ + "Tundra", + "Mountains", + "arctic" + ] }, { "name": "Rhinoceros", @@ -15090,7 +16815,12 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 388 + "page_no": 388, + "environments": [ + "Desert", + "Grassland", + "grassland" + ] }, { "name": "Riding Horse", @@ -15127,7 +16857,12 @@ "speed_json": { "walk": 60 }, - "page_no": 388 + "page_no": 388, + "environments": [ + "urban", + "Settlement", + "grassland" + ] }, { "name": "Roc", @@ -15190,7 +16925,18 @@ "fly": 120 }, "armor_desc": "natural armor", - "page_no": 342 + "page_no": 342, + "environments": [ + "hill", + "Mountains", + "coastal", + "Grassland", + "arctic", + "Hills", + "mountain", + "Water", + "desert" + ] }, { "name": "Roper", @@ -15263,7 +17009,11 @@ "climb": 10 }, "armor_desc": "natural armor", - "page_no": 342 + "page_no": 342, + "environments": [ + "underdark", + "Caverns" + ] }, { "name": "Rug of Smothering", @@ -15318,7 +17068,11 @@ "walk": 10 }, "group": "Animated Objects", - "page_no": 264 + "page_no": 264, + "environments": [ + "Ruin", + "Laboratory" + ] }, { "name": "Rust Monster", @@ -15373,7 +17127,11 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 343 + "page_no": 343, + "environments": [ + "underdark", + "Caverns" + ] }, { "name": "Saber-Toothed Tiger", @@ -15431,7 +17189,15 @@ "speed_json": { "walk": 40 }, - "page_no": 388 + "page_no": 388, + "environments": [ + "Jungle", + "Mountains", + "mountain", + "Tundra", + "Forest", + "arctic" + ] }, { "name": "Sahuagin", @@ -15507,7 +17273,13 @@ "swim": 40 }, "armor_desc": "natural armor", - "page_no": 343 + "page_no": 343, + "environments": [ + "underwater", + "desert", + "coastal", + "Water" + ] }, { "name": "Salamander", @@ -15570,7 +17342,12 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 344 + "page_no": 344, + "environments": [ + "underdark", + "Plane of Fire", + "Caverns" + ] }, { "name": "Satyr", @@ -15637,7 +17414,14 @@ "walk": 40 }, "armor_desc": "leather armor", - "page_no": 344 + "page_no": 344, + "environments": [ + "Jungle", + "Hills", + "Feywild", + "Forest", + "forest" + ] }, { "name": "Scorpion", @@ -15674,7 +17458,11 @@ "walk": 10 }, "armor_desc": "natural armor", - "page_no": 388 + "page_no": 388, + "environments": [ + "Desert", + "Grassland" + ] }, { "name": "Scout", @@ -15735,7 +17523,29 @@ "walk": 30 }, "armor_desc": "leather armor", - "page_no": 401 + "page_no": 401, + "environments": [ + "hill", + "Desert", + "underdark", + "grassland", + "Mountains", + "coastal", + "Tundra", + "Grassland", + "swamp", + "Feywild", + "Swamp", + "mountain", + "desert", + "Forest", + "forest", + "arctic", + "Jungle", + "jungle", + "Hills", + "Caverns" + ] }, { "name": "Sea Hag", @@ -15778,7 +17588,7 @@ }, { "name": "Shared Spellcasting (Coven Only)", - "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n• 1st level (4 slots): identify, ray of sickness\n• 2nd level (3 slots): hold person, locate object\n• 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n• 4th level (3 slots): phantasmal killer, polymorph\n• 5th level (2 slots): contact other plane, scrying\n• 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", + "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n\u2022 1st level (4 slots): identify, ray of sickness\n\u2022 2nd level (3 slots): hold person, locate object\n\u2022 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n\u2022 4th level (3 slots): phantasmal killer, polymorph\n\u2022 5th level (2 slots): contact other plane, scrying\n\u2022 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.", "attack_bonus": 0 }, { @@ -15826,7 +17636,15 @@ }, "group": "Hags", "armor_desc": "natural armor", - "page_no": 320 + "page_no": 320, + "environments": [ + "underwater", + "Feywild", + "coastal", + "Plane of Water", + "desert", + "Water" + ] }, { "name": "Sea Horse", @@ -15861,7 +17679,13 @@ "speed_json": { "swim": 20 }, - "page_no": 389 + "page_no": 389, + "environments": [ + "ocean", + "lake", + "water", + "Plane of Water" + ] }, { "name": "Shadow", @@ -15916,7 +17740,15 @@ "speed_json": { "walk": 40 }, - "page_no": 344 + "page_no": 344, + "environments": [ + "underdark", + "urban", + "Shadowfell", + "Caverns", + "Ruin", + "Tomb" + ] }, { "name": "Shambling Mound", @@ -15973,7 +17805,15 @@ "swim": 20 }, "armor_desc": "natural armor", - "page_no": 345 + "page_no": 345, + "environments": [ + "swamp", + "Jungle", + "Swamp", + "Feywild", + "Forest", + "forest" + ] }, { "name": "Shield Guardian", @@ -16040,7 +17880,14 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 345 + "page_no": 345, + "environments": [ + "Temple", + "urban", + "Ruin", + "Laboratory", + "Tomb" + ] }, { "name": "Shrieker", @@ -16083,7 +17930,13 @@ "walk": 0 }, "group": "Fungi", - "page_no": 309 + "page_no": 309, + "environments": [ + "underdark", + "Forest", + "Swamp", + "Caverns" + ] }, { "name": "Silver Dragon Wyrmling", @@ -16135,7 +17988,11 @@ }, "group": "Silver Dragon", "armor_desc": "natural armor", - "page_no": 303 + "page_no": 303, + "environments": [ + "Feywild", + "Mountains" + ] }, { "name": "Skeleton", @@ -16181,7 +18038,14 @@ }, "group": "Skeletons", "armor_desc": "armor scraps", - "page_no": 346 + "page_no": 346, + "environments": [ + "Temple", + "urban", + "Shadowfell", + "Ruin", + "Tomb" + ] }, { "name": "Solar", @@ -16296,7 +18160,11 @@ }, "group": "Angels", "armor_desc": "natural armor", - "page_no": 262 + "page_no": 262, + "environments": [ + "Temple", + "Astral Plane" + ] }, { "name": "Specter", @@ -16346,7 +18214,14 @@ "walk": 0, "fly": 50 }, - "page_no": 346 + "page_no": 346, + "environments": [ + "underdark", + "urban", + "Shadowfell", + "Ruin", + "Tomb" + ] }, { "name": "Spider", @@ -16401,7 +18276,12 @@ "walk": 20, "climb": 20 }, - "page_no": 389 + "page_no": 389, + "environments": [ + "jungle", + "Ruin", + "Caverns" + ] }, { "name": "Spirit Naga", @@ -16438,7 +18318,7 @@ }, { "name": "Spellcasting", - "desc": "The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n• Cantrips (at will): mage hand, minor illusion, ray of frost\n• 1st level (4 slots): charm person, detect magic, sleep\n• 2nd level (3 slots): detect thoughts, hold person\n• 3rd level (3 slots): lightning bolt, water breathing\n• 4th level (3 slots): blight, dimension door\n• 5th level (2 slots): dominate person", + "desc": "The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n\u2022 Cantrips (at will): mage hand, minor illusion, ray of frost\n\u2022 1st level (4 slots): charm person, detect magic, sleep\n\u2022 2nd level (3 slots): detect thoughts, hold person\n\u2022 3rd level (3 slots): lightning bolt, water breathing\n\u2022 4th level (3 slots): blight, dimension door\n\u2022 5th level (2 slots): dominate person", "attack_bonus": 0 } ], @@ -16471,7 +18351,18 @@ }, "group": "Nagas", "armor_desc": "natural armor", - "page_no": 335 + "page_no": 335, + "environments": [ + "Temple", + "Desert", + "underdark", + "Astral Plane", + "Mountains", + "Forest", + "Ruin", + "Jungle", + "Caverns" + ] }, { "name": "Sprite", @@ -16527,7 +18418,13 @@ "fly": 40 }, "armor_desc": "leather armor", - "page_no": 348 + "page_no": 348, + "environments": [ + "Swamp", + "Forest", + "Feywild", + "forest" + ] }, { "name": "Spy", @@ -16595,7 +18492,13 @@ "speed_json": { "walk": 30 }, - "page_no": 402 + "page_no": 402, + "environments": [ + "urban", + "Sewer", + "Ruin", + "Settlement" + ] }, { "name": "Steam Mephit", @@ -16659,7 +18562,16 @@ "fly": 30 }, "group": "Mephits", - "page_no": 331 + "page_no": 331, + "environments": [ + "underwater", + "Jungle", + "Caverns", + "Plane of Water", + "Plane of Fire", + "Settlement", + "Water" + ] }, { "name": "Stirge", @@ -16698,7 +18610,23 @@ "fly": 40 }, "armor_desc": "natural armor", - "page_no": 349 + "page_no": 349, + "environments": [ + "hill", + "Desert", + "underdark", + "urban", + "grassland", + "coastal", + "forest", + "swamp", + "jungle", + "Hills", + "Swamp", + "mountain", + "Caverns", + "desert" + ] }, { "name": "Stone Giant", @@ -16768,7 +18696,15 @@ }, "group": "Giants", "armor_desc": "natural armor", - "page_no": 313 + "page_no": 313, + "environments": [ + "hill", + "underdark", + "Hills", + "Mountains", + "mountain", + "Plane of Earth" + ] }, { "name": "Stone Golem", @@ -16834,7 +18770,10 @@ }, "group": "Golems", "armor_desc": "natural armor", - "page_no": 317 + "page_no": 317, + "environments": [ + "any" + ] }, { "name": "Storm Giant", @@ -16920,7 +18859,15 @@ }, "group": "Giants", "armor_desc": "scale mail", - "page_no": 313 + "page_no": 313, + "environments": [ + "Plane of Air", + "Mountains", + "coastal", + "Plane of Water", + "desert", + "Water" + ] }, { "name": "Succubus/Incubus", @@ -16993,7 +18940,11 @@ "fly": 60 }, "armor_desc": "natural armor", - "page_no": 349 + "page_no": 349, + "environments": [ + "any", + "Hell" + ] }, { "name": "Swarm of Bats", @@ -17047,7 +18998,18 @@ "walk": 0, "fly": 30 }, - "page_no": 389 + "page_no": 389, + "environments": [ + "hill", + "underdark", + "urban", + "Mountains", + "Tomb", + "jungle", + "Shadowfell", + "mountain", + "Caverns" + ] }, { "name": "Swarm of Beetles", @@ -17093,7 +19055,12 @@ "climb": 20 }, "armor_desc": "natural armor", - "page_no": 391 + "page_no": 391, + "environments": [ + "desert", + "caves", + "underdark" + ] }, { "name": "Swarm of Centipedes", @@ -17138,7 +19105,14 @@ "climb": 20 }, "armor_desc": "natural armor", - "page_no": 391 + "page_no": 391, + "environments": [ + "ruins", + "caves", + "underdark", + "Forest", + "any" + ] }, { "name": "Swarm of Insects", @@ -17183,7 +19157,18 @@ "climb": 20 }, "armor_desc": "natural armor", - "page_no": 389 + "page_no": 389, + "environments": [ + "hill", + "underdark", + "urban", + "grassland", + "forest", + "swamp", + "Jungle", + "jungle", + "Swamp" + ] }, { "name": "Swarm of Poisonous Snakes", @@ -17227,7 +19212,24 @@ "walk": 30, "swim": 30 }, - "page_no": 390 + "page_no": 390, + "environments": [ + "Desert", + "Sewer", + "Mountains", + "Forest", + "Grassland", + "Ruin", + "forest", + "Tomb", + "swamp", + "Jungle", + "Hills", + "jungle", + "Swamp", + "Caverns", + "Water" + ] }, { "name": "Swarm of Quippers", @@ -17281,7 +19283,12 @@ "walk": 0, "swim": 40 }, - "page_no": 390 + "page_no": 390, + "environments": [ + "underwater", + "Sewer", + "Water" + ] }, { "name": "Swarm of Rats", @@ -17329,7 +19336,17 @@ "speed_json": { "walk": 30 }, - "page_no": 390 + "page_no": 390, + "environments": [ + "urban", + "Sewer", + "Forest", + "Ruin", + "swamp", + "Swamp", + "Caverns", + "Settlement" + ] }, { "name": "Swarm of Ravens", @@ -17373,7 +19390,14 @@ "walk": 10, "fly": 50 }, - "page_no": 391 + "page_no": 391, + "environments": [ + "hill", + "urban", + "swamp", + "Forest", + "forest" + ] }, { "name": "Swarm of Spiders", @@ -17433,7 +19457,14 @@ "climb": 20 }, "armor_desc": "natural armor", - "page_no": 391 + "page_no": 391, + "environments": [ + "ruins", + "caves", + "underdark", + "Forest", + "any" + ] }, { "name": "Swarm of Wasps", @@ -17478,7 +19509,11 @@ "fly": 30 }, "armor_desc": "natural armor", - "page_no": 391 + "page_no": 391, + "environments": [ + "any", + "Forest" + ] }, { "name": "Tarrasque", @@ -17595,7 +19630,12 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 350 + "page_no": 350, + "environments": [ + "urban", + "Hills", + "Settlement" + ] }, { "name": "Thug", @@ -17652,7 +19692,11 @@ "walk": 30 }, "armor_desc": "leather armor", - "page_no": 402 + "page_no": 402, + "environments": [ + "urban", + "Settlement" + ] }, { "name": "Tiger", @@ -17708,7 +19752,14 @@ "speed_json": { "walk": 40 }, - "page_no": 391 + "page_no": 391, + "environments": [ + "Jungle", + "grassland", + "Forest", + "Grassland", + "forest" + ] }, { "name": "Treant", @@ -17775,7 +19826,13 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 351 + "page_no": 351, + "environments": [ + "Jungle", + "Forest", + "Swamp", + "forest" + ] }, { "name": "Tribal Warrior", @@ -17820,7 +19877,19 @@ "walk": 30 }, "armor_desc": "hide armor", - "page_no": 402 + "page_no": 402, + "environments": [ + "hill", + "underdark", + "grassland", + "coastal", + "forest", + "arctic", + "swamp", + "jungle", + "mountain", + "desert" + ] }, { "name": "Triceratops", @@ -17873,7 +19942,15 @@ }, "group": "Dinosaurs", "armor_desc": "natural armor", - "page_no": 279 + "page_no": 279, + "environments": [ + "Jungle", + "jungle", + "Swamp", + "grassland", + "Mountains", + "Grassland" + ] }, { "name": "Troll", @@ -17941,7 +20018,25 @@ "walk": 30 }, "armor_desc": "natural armor", - "page_no": 351 + "page_no": 351, + "environments": [ + "hill", + "underdark", + "Mountains", + "Grassland", + "Ruin", + "swamp", + "Feywild", + "Swamp", + "mountain", + "Forest", + "forest", + "arctic", + "Jungle", + "Hills", + "jungle", + "Caverns" + ] }, { "name": "Tyrannosaurus Rex", @@ -17993,7 +20088,15 @@ }, "group": "Dinosaurs", "armor_desc": "natural armor", - "page_no": 279 + "page_no": 279, + "environments": [ + "Jungle", + "jungle", + "Swamp", + "grassland", + "Mountains", + "Grassland" + ] }, { "name": "Unicorn", @@ -18101,7 +20204,13 @@ "speed_json": { "walk": 50 }, - "page_no": 351 + "page_no": 351, + "environments": [ + "Jungle", + "Forest", + "Feywild", + "forest" + ] }, { "name": "Vampire", @@ -18217,7 +20326,17 @@ }, "group": "Vampires", "armor_desc": "natural armor", - "page_no": 352 + "page_no": 352, + "environments": [ + "urban", + "Mountains", + "Forest", + "Ruin", + "Tomb", + "Hills", + "Shadowfell", + "Settlement" + ] }, { "name": "Vampire Spawn", @@ -18287,7 +20406,18 @@ }, "group": "Vampires", "armor_desc": "natural armor", - "page_no": 354 + "page_no": 354, + "environments": [ + "underdark", + "urban", + "Mountains", + "Forest", + "Ruin", + "Tomb", + "Hills", + "Shadowfell", + "Settlement" + ] }, { "name": "Veteran", @@ -18346,7 +20476,24 @@ "walk": 30 }, "armor_desc": "splint", - "page_no": 403 + "page_no": 403, + "environments": [ + "hill", + "Desert", + "underdark", + "urban", + "Mountains", + "coastal", + "grassland", + "Forest", + "Grassland", + "forest", + "arctic", + "Hills", + "mountain", + "desert", + "Settlement" + ] }, { "name": "Violet Fungus", @@ -18395,7 +20542,13 @@ "walk": 5 }, "group": "Fungi", - "page_no": 309 + "page_no": 309, + "environments": [ + "underdark", + "Forest", + "Swamp", + "Caverns" + ] }, { "name": "Vrock", @@ -18472,7 +20625,10 @@ }, "group": "Demons", "armor_desc": "natural armor", - "page_no": 273 + "page_no": 273, + "environments": [ + "Abyss" + ] }, { "name": "Vulture", @@ -18522,7 +20678,12 @@ "walk": 10, "fly": 50 }, - "page_no": 392 + "page_no": 392, + "environments": [ + "hill", + "Desert", + "grassland" + ] }, { "name": "Warhorse", @@ -18566,7 +20727,11 @@ "speed_json": { "walk": 60 }, - "page_no": 392 + "page_no": 392, + "environments": [ + "urban", + "Settlement" + ] }, { "name": "Warhorse Skeleton", @@ -18605,7 +20770,11 @@ }, "group": "Skeletons", "armor_desc": "barding scraps", - "page_no": 346 + "page_no": 346, + "environments": [ + "ruins", + "any" + ] }, { "name": "Water Elemental", @@ -18667,7 +20836,16 @@ }, "group": "Elementals", "armor_desc": "natural armor", - "page_no": 307 + "page_no": 307, + "environments": [ + "underwater", + "swamp", + "coastal", + "Plane of Water", + "desert", + "Laboratory", + "Water" + ] }, { "name": "Weasel", @@ -18712,7 +20890,10 @@ "speed_json": { "walk": 30 }, - "page_no": 392 + "page_no": 392, + "environments": [ + "Forest" + ] }, { "name": "Werebear", @@ -18784,7 +20965,19 @@ }, "group": "Lycanthropes", "armor_desc": "10 in humanoid form, 11 (natural armor) in bear and hybrid form", - "page_no": 326 + "page_no": 326, + "environments": [ + "hill", + "Mountains", + "Tundra", + "Forest", + "forest", + "arctic", + "Hills", + "Feywild", + "Shadowfell", + "Settlement" + ] }, { "name": "Wereboar", @@ -18855,7 +21048,18 @@ }, "group": "Lycanthropes", "armor_desc": "10 in humanoid form, 11 (natural armor) in boar or hybrid form", - "page_no": 327 + "page_no": 327, + "environments": [ + "hill", + "grassland", + "Forest", + "forest", + "jungle", + "Hills", + "Shadowfell", + "Feywild", + "Settlement" + ] }, { "name": "Wererat", @@ -18926,7 +21130,18 @@ "walk": 30 }, "group": "Lycanthropes", - "page_no": 327 + "page_no": 327, + "environments": [ + "urban", + "Sewer", + "Forest", + "forest", + "Ruin", + "Feywild", + "Shadowfell", + "Caverns", + "Settlement" + ] }, { "name": "Weretiger", @@ -19010,7 +21225,12 @@ "walk": 30 }, "group": "Lycanthropes", - "page_no": 328 + "page_no": 328, + "environments": [ + "forest", + "jungle", + "grassland" + ] }, { "name": "Werewolf", @@ -19082,7 +21302,11 @@ }, "group": "Lycanthropes", "armor_desc": "11 in humanoid form, 12 (natural armor) in wolf or hybrid form", - "page_no": 328 + "page_no": 328, + "environments": [ + "hill", + "forest" + ] }, { "name": "White Dragon Wyrmling", @@ -19136,7 +21360,12 @@ }, "group": "White Dragon", "armor_desc": "natural armor", - "page_no": 290 + "page_no": 290, + "environments": [ + "Tundra", + "Mountains", + "ice" + ] }, { "name": "Wight", @@ -19202,7 +21431,12 @@ "walk": 30 }, "armor_desc": "studded leather", - "page_no": 354 + "page_no": 354, + "environments": [ + "underdark", + "swamp", + "urban" + ] }, { "name": "Will-o'-Wisp", @@ -19267,7 +21501,12 @@ "walk": 0, "fly": 50 }, - "page_no": 355 + "page_no": 355, + "environments": [ + "urban", + "swamp", + "forest" + ] }, { "name": "Winter Wolf", @@ -19330,7 +21569,10 @@ "walk": 50 }, "armor_desc": "natural armor", - "page_no": 392 + "page_no": 392, + "environments": [ + "arctic" + ] }, { "name": "Wolf", @@ -19382,7 +21624,12 @@ "walk": 40 }, "armor_desc": "natural armor", - "page_no": 393 + "page_no": 393, + "environments": [ + "hill", + "forest", + "grassland" + ] }, { "name": "Worg", @@ -19428,7 +21675,12 @@ "walk": 50 }, "armor_desc": "natural armor", - "page_no": 393 + "page_no": 393, + "environments": [ + "hill", + "forest", + "grassland" + ] }, { "name": "Wraith", @@ -19484,7 +21736,10 @@ "walk": 0, "fly": 60 }, - "page_no": 355 + "page_no": 355, + "environments": [ + "underdark" + ] }, { "name": "Wyvern", @@ -19543,7 +21798,11 @@ "fly": 80 }, "armor_desc": "natural armor", - "page_no": 356 + "page_no": 356, + "environments": [ + "hill", + "mountain" + ] }, { "name": "Xorn", @@ -19613,7 +21872,10 @@ "burrow": 20 }, "armor_desc": "natural armor", - "page_no": 356 + "page_no": 356, + "environments": [ + "underdark" + ] }, { "name": "Young Black Dragon", @@ -19685,7 +21947,10 @@ }, "group": "Black Dragon", "armor_desc": "natural armor", - "page_no": 281 + "page_no": 281, + "environments": [ + "swamp" + ] }, { "name": "Young Blue Dragon", @@ -19750,7 +22015,11 @@ }, "group": "Blue Dragon", "armor_desc": "natural armor", - "page_no": 283 + "page_no": 283, + "environments": [ + "desert", + "coastal" + ] }, { "name": "Young Brass Dragon", @@ -19816,7 +22085,12 @@ }, "group": "Brass Dragon", "armor_desc": "natural armor", - "page_no": 292 + "page_no": 292, + "environments": [ + "desert", + "volcano", + "any" + ] }, { "name": "Young Bronze Dragon", @@ -19889,7 +22163,11 @@ }, "group": "Bronze Dragon", "armor_desc": "natural armor", - "page_no": 295 + "page_no": 295, + "environments": [ + "desert", + "coastal" + ] }, { "name": "Young Copper Dragon", @@ -19955,7 +22233,10 @@ }, "group": "Copper Dragon", "armor_desc": "natural armor", - "page_no": 297 + "page_no": 297, + "environments": [ + "hill" + ] }, { "name": "Young Gold Dragon", @@ -20029,7 +22310,11 @@ }, "group": "Gold Dragon", "armor_desc": "natural armor", - "page_no": 300 + "page_no": 300, + "environments": [ + "forest", + "grassland" + ] }, { "name": "Young Green Dragon", @@ -20102,7 +22387,10 @@ }, "group": "Green Dragon", "armor_desc": "natural armor", - "page_no": 285 + "page_no": 285, + "environments": [ + "forest" + ] }, { "name": "Young Red Dragon", @@ -20167,7 +22455,11 @@ }, "group": "Red Dragon", "armor_desc": "natural armor", - "page_no": 288 + "page_no": 288, + "environments": [ + "hill", + "mountain" + ] }, { "name": "Young Silver Dragon", @@ -20233,7 +22525,11 @@ }, "group": "Silver Dragon", "armor_desc": "natural armor", - "page_no": 303 + "page_no": 303, + "environments": [ + "urban", + "mountain" + ] }, { "name": "Young White Dragon", @@ -20306,7 +22602,10 @@ }, "group": "White Dragon", "armor_desc": "natural armor", - "page_no": 290 + "page_no": 290, + "environments": [ + "arctic" + ] }, { "name": "Zombie", @@ -20352,6 +22651,10 @@ "walk": 20 }, "group": "Zombies", - "page_no": 356 + "page_no": 356, + "environments": [ + "urban", + "jungle" + ] } ] \ No newline at end of file diff --git a/data/WOTC_5e_SRD_v5.1/spelllist.json b/data/WOTC_5e_SRD_v5.1/spelllist.json new file mode 100644 index 00000000..0ded0ee9 --- /dev/null +++ b/data/WOTC_5e_SRD_v5.1/spelllist.json @@ -0,0 +1,865 @@ +[ + { + "name": "bard", + "spell_list": [ + "animal-friendship", + "animal-messenger", + "animate-objects", + "arcane-sword", + "awaken", + "bane", + "bestow-curse", + "blindnessdeafness", + "calm-emotions", + "charm-person", + "clairvoyance", + "comprehend-languages", + "compulsion", + "confusion", + "cure-wounds", + "dancing-lights", + "detect-magic", + "detect-thoughts", + "dimension-door", + "disguise-self", + "dispel-magic", + "dominate-monster", + "dominate-person", + "dream", + "enhance-ability", + "enthrall", + "etherealness", + "eyebite", + "faerie-fire", + "fear", + "feather-fall", + "feeblemind", + "find-the-path", + "forcecage", + "foresight", + "freedom-of-movement", + "geas", + "glibness", + "glyph-of-warding", + "greater-invisibility", + "greater-restoration", + "guards-and-wards", + "hallucinatory-terrain", + "healing-word", + "heat-metal", + "heroism", + "hideous-laughter", + "hold-monster", + "hold-person", + "hypnotic-pattern", + "identify", + "illusory-script", + "invisibility", + "irresistible-dance", + "knock", + "legend-lore", + "lesser-restoration", + "light", + "locate-animals-or-plants", + "locate-creature", + "locate-object", + "longstrider", + "mage-hand", + "magic-mouth", + "magnificent-mansion", + "major-image", + "mass-cure-wounds", + "mass-suggestion", + "mending", + "message", + "mind-blank", + "minor-illusion", + "mirage-arcane", + "mislead", + "modify-memory", + "nondetection", + "planar-binding", + "plant-growth", + "polymorph", + "power-word-kill", + "power-word-stun", + "prestidigitation", + "programmed-illusion", + "project-image", + "raise-dead", + "regenerate", + "resurrection", + "scrying", + "see-invisibility", + "seeming", + "sending", + "shatter", + "silence", + "silent-image", + "sleep", + "speak-with-animals", + "speak-with-dead", + "speak-with-plants", + "stinking-cloud", + "suggestion", + "symbol", + "teleport", + "teleportation-circle", + "thunderwave", + "tiny-hut", + "tongues", + "true-polymorph", + "true-seeing", + "true-strike", + "unseen-servant", + "vicious-mockery", + "zone-of-truth" + ] + }, + { + "name": "wizard", + "spell_list": [ + "acid-arrow", + "acid-splash", + "alarm", + "alter-self", + "animate-dead", + "animate-objects", + "antimagic-field", + "antipathysympathy", + "arcane-eye", + "arcane-hand", + "arcane-lock", + "arcane-sword", + "arcanists-magic-aura", + "astral-projection", + "banishment", + "bestow-curse", + "black-tentacles", + "blight", + "blindnessdeafness", + "blink", + "blur", + "burning-hands", + "chain-lightning", + "charm-person", + "chill-touch", + "circle-of-death", + "clairvoyance", + "clone", + "cloudkill", + "color-spray", + "comprehend-languages", + "cone-of-cold", + "confusion", + "conjure-elemental", + "conjure-minor-elementals", + "contact-other-plane", + "contingency", + "continual-flame", + "control-water", + "control-weather", + "counterspell", + "create-undead", + "creation", + "dancing-lights", + "darkness", + "darkvision", + "delayed-blast-fireball", + "demiplane", + "detect-magic", + "detect-thoughts", + "dimension-door", + "disguise-self", + "disintegrate", + "dispel-magic", + "dominate-monster", + "dominate-person", + "dream", + "enlargereduce", + "etherealness", + "expeditious-retreat", + "eyebite", + "fabricate", + "faithful-hound", + "false-life", + "fear", + "feather-fall", + "feeblemind", + "find-familiar", + "finger-of-death", + "fire-bolt", + "fire-shield", + "fireball", + "flaming-sphere", + "flesh-to-stone", + "floating-disk", + "fly", + "fog-cloud", + "forcecage", + "foresight", + "freezing-sphere", + "gaseous-form", + "gate", + "geas", + "gentle-repose", + "globe-of-invulnerability", + "glyph-of-warding", + "grease", + "greater-invisibility", + "guards-and-wards", + "gust-of-wind", + "hallucinatory-terrain", + "haste", + "hideous-laughter", + "hold-monster", + "hold-person", + "hypnotic-pattern", + "ice-storm", + "identify", + "illusory-script", + "imprisonment", + "incendiary-cloud", + "instant-summons", + "invisibility", + "irresistible-dance", + "jump", + "knock", + "legend-lore", + "levitate", + "light", + "lightning-bolt", + "locate-creature", + "locate-object", + "longstrider", + "mage-armor", + "mage-hand", + "magic-circle", + "magic-jar", + "magic-missile", + "magic-mouth", + "magic-weapon", + "magnificent-mansion", + "major-image", + "mass-suggestion", + "maze", + "mending", + "message", + "meteor-swarm", + "mind-blank", + "minor-illusion", + "mirage-arcane", + "mirror-image", + "mislead", + "misty-step", + "modify-memory", + "move-earth", + "nondetection", + "passwall", + "phantasmal-killer", + "phantom-steed", + "planar-binding", + "plane-shift", + "poison-spray", + "polymorph", + "power-word-kill", + "power-word-stun", + "prestidigitation", + "prismatic-spray", + "prismatic-wall", + "private-sanctum", + "programmed-illusion", + "project-image", + "protection-from-energy", + "protection-from-evil-and-good", + "ray-of-enfeeblement", + "ray-of-frost", + "remove-curse", + "resilient-sphere", + "reverse-gravity", + "rope-trick", + "scorching-ray", + "scrying", + "secret-chest", + "see-invisibility", + "seeming", + "sending", + "sequester", + "shapechange", + "shatter", + "shield", + "shocking-grasp", + "silent-image", + "simulacrum", + "sleep", + "sleet-storm", + "slow", + "spider-climb", + "stinking-cloud", + "stone-shape", + "stoneskin", + "suggestion", + "sunbeam", + "sunburst", + "symbol", + "telekinesis", + "telepathic-bond", + "teleport", + "teleportation-circle", + "thunderwave", + "time-stop", + "tiny-hut", + "tongues", + "true-polymorph", + "true-seeing", + "true-strike", + "unseen-servant", + "vampiric-touch", + "wall-of-fire", + "wall-of-force", + "wall-of-ice", + "wall-of-stone", + "water-breathing", + "web", + "weird", + "wish" + ] + }, + { + "name": "sorcerer", + "spell_list": [ + "acid-splash", + "alter-self", + "animate-objects", + "banishment", + "blight", + "blindnessdeafness", + "blink", + "blur", + "burning-hands", + "chain-lightning", + "charm-person", + "chill-touch", + "circle-of-death", + "clairvoyance", + "cloudkill", + "color-spray", + "comprehend-languages", + "cone-of-cold", + "confusion", + "counterspell", + "creation", + "dancing-lights", + "darkness", + "darkvision", + "daylight", + "delayed-blast-fireball", + "detect-magic", + "detect-thoughts", + "dimension-door", + "disguise-self", + "disintegrate", + "dispel-magic", + "dominate-beast", + "dominate-monster", + "dominate-person", + "earthquake", + "enhance-ability", + "enlargereduce", + "etherealness", + "expeditious-retreat", + "eyebite", + "false-life", + "fear", + "feather-fall", + "finger-of-death", + "fire-bolt", + "fire-storm", + "fireball", + "fly", + "fog-cloud", + "gaseous-form", + "gate", + "globe-of-invulnerability", + "greater-invisibility", + "gust-of-wind", + "haste", + "hold-monster", + "hold-person", + "hypnotic-pattern", + "ice-storm", + "incendiary-cloud", + "insect-plague", + "invisibility", + "jump", + "knock", + "levitate", + "light", + "lightning-bolt", + "mage-armor", + "mage-hand", + "magic-missile", + "major-image", + "mass-suggestion", + "mending", + "message", + "meteor-swarm", + "minor-illusion", + "mirror-image", + "misty-step", + "move-earth", + "plane-shift", + "poison-spray", + "polymorph", + "power-word-kill", + "power-word-stun", + "prestidigitation", + "prismatic-spray", + "protection-from-energy", + "ray-of-frost", + "reverse-gravity", + "scorching-ray", + "see-invisibility", + "seeming", + "shatter", + "shield", + "shocking-grasp", + "silent-image", + "sleep", + "sleet-storm", + "slow", + "spider-climb", + "stinking-cloud", + "stoneskin", + "suggestion", + "sunbeam", + "sunburst", + "telekinesis", + "teleport", + "teleportation-circle", + "thunderwave", + "time-stop", + "tongues", + "true-seeing", + "true-strike", + "wall-of-fire", + "wall-of-stone", + "water-breathing", + "water-walk", + "web", + "wish" + ] + }, + { + "name": "cleric", + "spell_list": [ + "aid", + "animate-dead", + "antimagic-field", + "arcane-eye", + "astral-projection", + "augury", + "bane", + "banishment", + "barkskin", + "beacon-of-hope", + "bestow-curse", + "blade-barrier", + "bless", + "blindnessdeafness", + "blink", + "burning-hands", + "call-lightning", + "calm-emotions", + "charm-person", + "clairvoyance", + "command", + "commune", + "confusion", + "conjure-celestial", + "contagion", + "continual-flame", + "control-water", + "control-weather", + "create-food-and-water", + "create-undead", + "create-or-destroy-water", + "cure-wounds", + "daylight", + "death-ward", + "detect-evil-and-good", + "detect-magic", + "detect-poison-and-disease", + "dimension-door", + "disguise-self", + "dispel-evil-and-good", + "dispel-magic", + "divination", + "divine-favor", + "divine-word", + "dominate-beast", + "dominate-person", + "earthquake", + "enhance-ability", + "etherealness", + "faerie-fire", + "find-traps", + "find-the-path", + "fire-storm", + "flame-strike", + "flaming-sphere", + "fog-cloud", + "forbiddance", + "freedom-of-movement", + "gate", + "geas", + "gentle-repose", + "glyph-of-warding", + "greater-restoration", + "guardian-of-faith", + "guidance", + "guiding-bolt", + "gust-of-wind", + "hallow", + "harm", + "heal", + "healing-word", + "heroes-feast", + "hold-monster", + "hold-person", + "holy-aura", + "ice-storm", + "identify", + "inflict-wounds", + "insect-plague", + "legend-lore", + "lesser-restoration", + "light", + "locate-creature", + "locate-object", + "magic-circle", + "magic-weapon", + "mass-cure-wounds", + "mass-heal", + "mass-healing-word", + "meld-into-stone", + "mending", + "mirror-image", + "modify-memory", + "nondetection", + "pass-without-trace", + "planar-ally", + "planar-binding", + "plane-shift", + "plant-growth", + "polymorph", + "prayer-of-healing", + "protection-from-energy", + "protection-from-evil-and-good", + "protection-from-poison", + "purify-food-and-drink", + "raise-dead", + "regenerate", + "remove-curse", + "resistance", + "resurrection", + "revivify", + "sacred-flame", + "sanctuary", + "scorching-ray", + "scrying", + "sending", + "shatter", + "shield-of-faith", + "silence", + "sleet-storm", + "spare-the-dying", + "speak-with-animals", + "speak-with-dead", + "spike-growth", + "spirit-guardians", + "spiritual-weapon", + "stone-shape", + "stoneskin", + "suggestion", + "symbol", + "thaumaturgy", + "thunderwave", + "tongues", + "tree-stride", + "true-resurrection", + "true-seeing", + "wall-of-fire", + "warding-bond", + "water-walk", + "wind-wall", + "word-of-recall", + "zone-of-truth" + ] + }, + { + "name": "druid", + "spell_list": [ + "acid-arrow", + "animal-friendship", + "animal-messenger", + "animal-shapes", + "antilife-shell", + "antipathysympathy", + "awaken", + "barkskin", + "blight", + "blur", + "call-lightning", + "charm-person", + "cloudkill", + "commune-with-nature", + "cone-of-cold", + "confusion", + "conjure-animals", + "conjure-elemental", + "conjure-fey", + "conjure-minor-elementals", + "conjure-woodland-beings", + "contagion", + "control-water", + "control-weather", + "create-food-and-water", + "create-or-destroy-water", + "cure-wounds", + "darkness", + "darkvision", + "daylight", + "detect-magic", + "detect-poison-and-disease", + "dispel-magic", + "divination", + "dominate-beast", + "dream", + "druidcraft", + "earthquake", + "enhance-ability", + "entangle", + "faerie-fire", + "feeblemind", + "find-traps", + "find-the-path", + "fire-storm", + "flame-blade", + "flaming-sphere", + "fog-cloud", + "foresight", + "freedom-of-movement", + "gaseous-form", + "geas", + "giant-insect", + "goodberry", + "greater-invisibility", + "greater-restoration", + "guidance", + "gust-of-wind", + "hallucinatory-terrain", + "haste", + "heal", + "healing-word", + "heat-metal", + "heroes-feast", + "hold-person", + "ice-storm", + "insect-plague", + "invisibility", + "jump", + "lesser-restoration", + "lightning-bolt", + "locate-animals-or-plants", + "locate-creature", + "locate-object", + "longstrider", + "mass-cure-wounds", + "meld-into-stone", + "mending", + "mirage-arcane", + "mirror-image", + "misty-step", + "moonbeam", + "move-earth", + "pass-without-trace", + "passwall", + "planar-binding", + "plant-growth", + "poison-spray", + "polymorph", + "produce-flame", + "protection-from-energy", + "protection-from-poison", + "purify-food-and-drink", + "regenerate", + "reincarnate", + "resistance", + "reverse-gravity", + "scrying", + "shapechange", + "shillelagh", + "silence", + "sleet-storm", + "slow", + "speak-with-animals", + "speak-with-plants", + "spider-climb", + "spike-growth", + "stinking-cloud", + "stone-shape", + "stoneskin", + "storm-of-vengeance", + "sunbeam", + "sunburst", + "thunderwave", + "transport-via-plants", + "tree-stride", + "true-resurrection", + "wall-of-fire", + "wall-of-stone", + "wall-of-thorns", + "water-breathing", + "water-walk", + "web", + "wind-walk", + "wind-wall" + ] + }, + { + "name": "ranger", + "spell_list": [ + "alarm", + "animal-friendship", + "animal-messenger", + "barkskin", + "commune-with-nature", + "conjure-animals", + "conjure-woodland-beings", + "cure-wounds", + "darkvision", + "daylight", + "detect-magic", + "detect-poison-and-disease", + "find-traps", + "fog-cloud", + "freedom-of-movement", + "goodberry", + "hunters-mark", + "jump", + "lesser-restoration", + "locate-animals-or-plants", + "locate-creature", + "locate-object", + "longstrider", + "nondetection", + "pass-without-trace", + "plant-growth", + "protection-from-energy", + "protection-from-poison", + "silence", + "speak-with-animals", + "speak-with-plants", + "spike-growth", + "stoneskin", + "tree-stride", + "water-breathing", + "water-walk", + "wind-wall" + ] + }, + { + "name": "warlock", + "spell_list": [ + "astral-projection", + "banishment", + "black-tentacles", + "blight", + "blindnessdeafness", + "blink", + "burning-hands", + "calm-emotions", + "charm-person", + "chill-touch", + "circle-of-death", + "clairvoyance", + "command", + "comprehend-languages", + "conjure-fey", + "contact-other-plane", + "counterspell", + "create-undead", + "darkness", + "demiplane", + "detect-thoughts", + "dimension-door", + "dispel-magic", + "dominate-beast", + "dominate-monster", + "dominate-person", + "dream", + "eldritch-blast", + "enthrall", + "etherealness", + "expeditious-retreat", + "eyebite", + "faerie-fire", + "fear", + "feeblemind", + "finger-of-death", + "fire-shield", + "flame-strike", + "flesh-to-stone", + "fly", + "forcecage", + "foresight", + "gaseous-form", + "glibness", + "greater-invisibility", + "hallow", + "hallucinatory-terrain", + "hellish-rebuke", + "hideous-laughter", + "hold-monster", + "hold-person", + "hypnotic-pattern", + "illusory-script", + "imprisonment", + "invisibility", + "mage-hand", + "magic-circle", + "major-image", + "mass-suggestion", + "minor-illusion", + "mirror-image", + "misty-step", + "plane-shift", + "plant-growth", + "poison-spray", + "power-word-kill", + "power-word-stun", + "prestidigitation", + "protection-from-evil-and-good", + "ray-of-enfeeblement", + "remove-curse", + "scorching-ray", + "scrying", + "seeming", + "sending", + "shatter", + "sleep", + "spider-climb", + "stinking-cloud", + "suggestion", + "telekinesis", + "tongues", + "true-polymorph", + "true-seeing", + "true-strike", + "unseen-servant", + "vampiric-touch", + "wall-of-fire" + ] + } +] \ No newline at end of file diff --git a/data/WOTC_5e_SRD_v5.1/spells.json b/data/WOTC_5e_SRD_v5.1/spells.json index 4f49624a..f6fe1f9c 100644 --- a/data/WOTC_5e_SRD_v5.1/spells.json +++ b/data/WOTC_5e_SRD_v5.1/spells.json @@ -2091,7 +2091,7 @@ "level": "3rd-level", "level_int": 3, "school": "Evocation", - "class": "Cleric, Sorcerer, Warlock, Wizard", + "class": "Sorcerer, Wizard", "archetype": "Cleric: Light, Warlock: Fiend", "domains": "Light", "patrons": "Fiend", @@ -5728,7 +5728,7 @@ }, { "name": "Wish", - "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- YYou 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.", + "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.", "page": "phb 288", "range": "Self", "components": "V", diff --git a/data/deep_magic/spelllist.json b/data/deep_magic/spelllist.json new file mode 100644 index 00000000..f49723eb --- /dev/null +++ b/data/deep_magic/spelllist.json @@ -0,0 +1,258 @@ +[ + { + "name": "bard", + "spell_list": [ + "abhorrent-apparition", + "accelerate", + "adjust-position", + "agonizing-mark", + "ale-dritch-blast", + "ally-aegis", + "alter-arrows-fortune", + "analyze-device", + "anchoring-rope", + "anticipate-attack", + "anticipate-weakness", + "ashen-memories", + "auspicious-warning", + "avoid-grievous-injury", + "bad-timing", + "batsense", + "binding-oath", + "black-goats-blessing", + "bleating-call" + ] + }, + { + "name": "wizard", + "spell_list": [ + "abhorrent-apparition", + "accelerate", + "acid-rain", + "adjust-position", + "afflict-line", + "agonizing-mark", + "ale-dritch-blast", + "ally-aegis", + "alone", + "alter-arrows-fortune", + "altheas-travel-tent", + "amplify-gravity", + "analyze-device", + "ancient-shade", + "angelic-guardian", + "animate-ghoul", + "animate-greater-undead", + "animated-scroll", + "anticipate-arcana", + "anticipate-attack", + "anticipate-weakness", + "arcane-sight", + "as-you-were", + "ashen-memories", + "aspect-of-the-serpent", + "auspicious-warning", + "avoid-grievous-injury", + "avronins-astral-assembly", + "bad-timing", + "become-nightwing", + "benediction", + "biting-arrow", + "bitter-chains", + "black-goats-blessing", + "black-hand", + "black-ribbons", + "black-sunshine", + "black-swan-storm", + "blade-of-wrath", + "blazing-chariot", + "bleating-call", + "blessed-halo", + "blizzard", + "blood-armor", + "blood-lure", + "blood-offering", + "blood-puppet", + "blood-tide", + "blood-and-steel", + "bloodhound", + "bloodshot", + "bloody-hands", + "bloody-smite", + "bloom", + "boiling-blood", + "boiling-oil", + "bolster-undead", + "boreass-breath" + ] + }, + { + "name": "sorcerer", + "spell_list": [ + "abhorrent-apparition", + "accelerate", + "acid-rain", + "agonizing-mark", + "ally-aegis", + "alone", + "alter-arrows-fortune", + "altheas-travel-tent", + "amplify-gravity", + "analyze-device", + "animate-ghoul", + "animated-scroll", + "anticipate-arcana", + "anticipate-attack", + "anticipate-weakness", + "arcane-sight", + "aspect-of-the-serpent", + "auspicious-warning", + "avoid-grievous-injury", + "bad-timing", + "batsense", + "become-nightwing", + "biting-arrow", + "bitter-chains", + "black-goats-blessing", + "black-ribbons", + "black-sunshine", + "black-swan-storm", + "bleating-call", + "blizzard", + "blood-armor", + "blood-lure", + "blood-offering", + "blood-puppet", + "blood-tide", + "blood-and-steel", + "bloodhound", + "bloodshot", + "bloody-hands", + "boiling-blood", + "boiling-oil", + "bolster-undead", + "booster-shot" + ] + }, + { + "name": "cleric", + "spell_list": [ + "accelerate", + "adjust-position", + "afflict-line", + "agonizing-mark", + "ally-aegis", + "alone", + "alter-arrows-fortune", + "ancestors-strength", + "ancient-shade", + "angelic-guardian", + "animate-ghoul", + "animate-greater-undead", + "anticipate-arcana", + "anticipate-attack", + "anticipate-weakness", + "as-you-were", + "ashen-memories", + "aura-of-protection-or-destruction", + "avoid-grievous-injury", + "benediction", + "binding-oath", + "black-goats-blessing", + "blade-of-wrath", + "blade-of-my-brother", + "blazing-chariot", + "bless-the-dead", + "blessed-halo", + "blood-lure", + "blood-puppet", + "blood-scarab", + "blood-and-steel", + "bloody-smite", + "bloom", + "bolster-undead", + "boreass-breath" + ] + }, + { + "name": "druid", + "spell_list": [ + "accelerate", + "agonizing-mark", + "ale-dritch-blast", + "alter-arrows-fortune", + "ancestors-strength", + "anchoring-rope", + "animated-scroll", + "anticipate-attack", + "anticipate-weakness", + "aspect-of-the-serpent", + "avoid-grievous-injury", + "batsense", + "biting-arrow", + "black-goats-blessing", + "bless-the-dead", + "blood-offering", + "bloodhound", + "bloody-smite", + "bloom", + "boreass-breath" + ] + }, + { + "name": "ranger", + "spell_list": [ + "agonizing-mark", + "alter-arrows-fortune", + "anchoring-rope", + "anticipate-attack", + "anticipate-weakness", + "batsense", + "black-goats-blessing", + "bleating-call", + "bleed", + "blood-offering", + "bloodhound", + "bloody-smite", + "booster-shot", + "boreass-breath" + ] + }, + { + "name": "warlock", + "spell_list": [ + "acid-rain", + "adjust-position", + "afflict-line", + "alone", + "amplify-gravity", + "angelic-guardian", + "anticipate-arcana", + "anticipate-weakness", + "arcane-sight", + "avoid-grievous-injury", + "avronins-astral-assembly", + "become-nightwing", + "benediction", + "bitter-chains", + "black-goats-blessing", + "black-hand", + "black-ribbons", + "black-swan-storm", + "blade-of-wrath", + "blazing-chariot", + "bleed", + "bless-the-dead", + "blessed-halo", + "blizzard", + "blood-armor", + "blood-offering", + "blood-scarab", + "bloodshot", + "bloody-hands", + "boiling-blood", + "bolster-undead", + "booster-shot" + ] + } +] \ No newline at end of file diff --git a/data/deep_magic/spells.json b/data/deep_magic/spells.json index 6cdf4fd7..22d2ec27 100644 --- a/data/deep_magic/spells.json +++ b/data/deep_magic/spells.json @@ -187,10 +187,7 @@ "level": "6th-level", "level_int": "6", "school": "abjuration", - "class": "Bard, Cleric, Sorcerer, Wizard", - "damage_type": [ - "psychic" - ] + "class": "Bard, Cleric, Sorcerer, Wizard" }, { "name": "Alone", @@ -450,11 +447,7 @@ "level": "2nd-level", "level_int": "2", "school": "necromancy", - "class": "Cleric, Wizard", - "damage_type": [ - "necrotic", - "radiant" - ] + "class": "Cleric, Wizard" }, { "name": "Ashen Memories", @@ -708,10 +701,7 @@ "level": "Cantrip", "level_int": "0", "school": "Evocation", - "class": "Druid, Sorcerer, Wizard", - "damage_type": [ - "cold" - ] + "class": "Druid, Sorcerer, Wizard" }, { "name": "Bitter Chains", @@ -727,10 +717,7 @@ "level_int": "2", "school": "transmutation", "class": "Sorcerer, Warlock, Wizard", - "rolls-attack": true, - "damage_type": [ - "piercing" - ] + "rolls-attack": true }, { "name": "Black Goat’s Blessing", @@ -1177,12 +1164,7 @@ "level_int": "2", "school": "conjuration", "class": "Sorcerer, Warlock, Wizard", - "rolls-attack": true, - "damage_type": [ - "fire", - "necrotic", - "psychic" - ] + "rolls-attack": true }, { "name": "Bloody Hands", @@ -1298,10 +1280,7 @@ "level": "1st-level", "level_int": "1", "school": "necromancy", - "class": "Cleric, Sorcerer, Warlock, Wizard", - "damage_type": [ - "radiant" - ] + "class": "Cleric, Sorcerer, Warlock, Wizard" }, { "name": "Booster Shot", @@ -1317,15 +1296,7 @@ "level_int": "3", "school": "evocation", "class": "Ranger, Sorcerer, Warlock", - "shape": " cone", - "damage_type": [ - "acid", - "cold", - "force", - "lightning", - "necrotic", - "psychic" - ] + "shape": " cone" }, { "name": "Boreas’s Breath", @@ -1364,5 +1335,6569 @@ "level": "5th-level", "level_int": "5", "school": "transmutation" + }, + { + "name": "Bottomless Stomach", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation" + }, + { + "name": "Breathtaking Wind", + "desc": "You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Breeze Compass", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a magnetized needle", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Druid, Wizard" + }, + { + "name": "Brimstone Infusion", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a flask of alchemist's fire and 5 gp worth of brimstone", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation" + }, + { + "name": "Brittling", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "an icicle", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Cleric, Druid, Wizard" + }, + { + "name": "Broken Charge", + "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", + "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.", + "range": "10 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy approaches to within 5 feet of you", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Warlock, Wizard" + }, + { + "name": "By the Light of the Moon", + "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.", + "range": "Self (30-foot radius)", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Cleric, Druid, Ranger, Wizard" + }, + { + "name": "By the Light of the Watchful Moon", + "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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "divination", + "class": "Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard" + }, + { + "name": "Call Shadow Mastiff", + "desc": "You conjure a [[[non-ogl: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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a dog’s tooth", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Calm of the Storm", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "an amethyst worth 250 gp, which the spell consumes", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "abjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Candle’s Insight", + "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.", + "range": "10 feet", + "components": "V, S, M", + "material": "a blessed candle", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Warlock, Wizard" + }, + { + "name": "Carmello-Volta’s Irksome Preserves", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a small berry or a piece of fruit", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration" + }, + { + "name": "Catapult", + "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", + "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.", + "range": "400 feet", + "components": "V, S, M", + "material": "a small platinum lever and fulcrum worth 400 gp", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Catch the Breath", + "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", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you make a saving throw against a breath weapon attack", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Cleric, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Caustic Blood", + "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", + "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.", + "range": "Self (30-foot radius)", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy’s attack deals piercing or slashing damage to you", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Caustic Torrent", + "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.", + "range": "Self (60-foot line)", + "components": "V, S, M", + "material": "a chip of bone pitted by acid", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Caustic Touch", + "desc": "Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.\n\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Cleric, Druid, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Celebration", + "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", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "a small party favor", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "enchantment", + "class": "Bard, Sorcerer, Warlock, Wizard" + }, + { + "name": "Chains of the Goddess", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "1 foot of iron chain", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "enchantment" + }, + { + "name": "Chains of Torment", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "an iron chain link dipped in blood", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "class": "Warlock, Wizard" + }, + { + "name": "Champion’s Weapon", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration" + }, + { + "name": "Chaotic Form", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Chaotic Vitality", + "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", + "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\n++ HIT POINT FLUX\n||~ SIZE ||~ HP ||\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 ||", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Bard, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Chaotic World", + "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.", + "range": "60 feet", + "components": "V, M", + "material": "seven irregular pieces of colored cloth that you throw into the air", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "illusion", + "class": "Bard, Sorcerer, Wizard", + "shape": " cube" + }, + { + "name": "Chilling Words", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a strip of paper with writing on it", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Chronal Lance", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Circle of Wind", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a crystal ring", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Clash of Glaciers", + "desc": "You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw.\n", + "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. You decide whether each extra die deals bludgeoning or cold damage.", + "range": "Self (100-foot line)", + "components": "V, S, M", + "material": "a piece of cracked glass", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Druid, Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Claws of Darkness", + "desc": "You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Claws of the Earth Dragon", + "desc": "You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.", + "range": "60 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Bard, Cleric, Sorcerer, Wizard" + }, + { + "name": "Clearing the Field", + "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", + "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 //[[[srd-spell:enlarge-reduce|reduce]]]// spell.", + "range": "40 feet", + "components": "V, S", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Cloak of Shadow", + "desc": "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "illusion" + }, + { + "name": "Clockwork Bolt", + "desc": "You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.\n\nAs part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.\n\nThis spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.", + "range": "60 feet", + "components": "V, S, M", + "material": "an arrow or crossbow bolt", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Bard, Cleric, Wizard" + }, + { + "name": "Closing In", + "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", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Bard, Warlock, Wizard" + }, + { + "name": "Cobra Fangs", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a drop of snake venom or a patch of snakeskin", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation" + }, + { + "name": "Compelled Movement", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "the embalmed body of a millipede with its right legs removed, worth at least 50 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Compelling Fate", + "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", + "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.", + "range": "30 feet", + "components": "V, M", + "material": "a sprinkling of silver dust worth 20 gp", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "divination" + }, + { + "name": "Comprehend Wild Shape", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "two or more matching carved totems", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "divination" + }, + { + "name": "Confound Senses", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a broken compass", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Conjure Fey Hound", + "desc": "You summon a fey hound to fight by your side. A [[[monster: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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a wooden or metal whistle", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "conjuration", + "class": "Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Conjure Forest Defender", + "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [[[monster: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 //[[[srd-spell:true resurrection]]]// or a //[[[srd-spell: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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "one humanoid body, which the spell consumes", + "ritual": "no", + "duration": "Until destroyed", + "concentration": "no", + "casting_time": "1 hour", + "level": "6th-level", + "level_int": "6", + "school": "conjuration" + }, + { + "name": "Conjure Greater Spectral Dead", + "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 [[[srd-monster:wraith]]]\n* One [[[monster:spectral guardian]]]\n* One [[[monster:wolf spirit swarm|swarm of wolf spirits]]]\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", + "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon a [[[monster:deathwisp]]] or two [[[srd-monster:ghost|ghosts]]] instead.", + "range": "60 feet", + "components": "V, S, M", + "material": "a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "7th-level", + "level_int": "7", + "school": "conjuration", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Conjure Minor Voidborn", + "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", + "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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "5th-level", + "level_int": "5", + "school": "conjuration" + }, + { + "name": "Conjure Scarab Swarm", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a beetle carapace", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Cleric, Druid, Wizard" + }, + { + "name": "Conjure Shadow Titan", + "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 [[[srd-monster:stone-giant|stone giant’s]]], 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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "7th-level", + "level_int": "7", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Conjure Spectral Dead", + "desc": "You summon a [[[monster: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", + "higher_level": "When you cast this spell using a 3rd-level spell slot, you can choose to summon two [[[monster:shroud|shrouds]]] or one [[[srd-monster:specter]]]. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four [[[monster:shroud|shrouds]]] or one [[[srd-monster:will-o’-wisp]]].", + "range": "60 feet", + "components": "V, S, M", + "material": "a handful of bone dust, a crystal prism, and a silver coin", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Conjure Undead", + "desc": "You summon a [[[srd-monster: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", + "higher_level": "When you cast this spell using a 4th-level spell slot, you can choose to summon a [[[srd-monster:wight]]] or a [[[srd-monster:shadow]]]. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a [[[srd-monster:ghost]]], a [[[srd-monster:shadow]]], or a [[[srd-monster:wight]]].", + "range": "30 feet", + "components": "V, S, M", + "material": "a humanoid skull", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Cleric, Druid, Ranger" + }, + { + "name": "Conjure Voidborn", + "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", + "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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "conjuration" + }, + { + "name": "Consult the Storm", + "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", + "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.", + "range": "90 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "divination", + "class": "Cleric, Druid" + }, + { + "name": "Converse With Dragon", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Cleric, Ranger, Sorcerer, Wizard" + }, + { + "name": "Costly Victory", + "desc": "You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame.\n\nIf the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "evocation" + }, + { + "name": "Create Ring Servant", + "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [[[monster: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.", + "range": "Touch", + "components": "V, S, M", + "material": "two metal rings", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Create Thunderstaff", + "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 //[[[srd-spell: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.", + "range": "Touch", + "components": "V, S, M", + "material": "a quarterstaff", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "10 minutes", + "level": "7th-level", + "level_int": "7", + "school": "transmutation" + }, + { + "name": "Creeping Ice", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Crushing Curse", + "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.\n\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Enchantment" + }, + { + "name": "Crushing Trample", + "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//.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Cleric, Druid, Ranger, Sorcerer" + }, + { + "name": "Cure Beast", + "desc": "A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.\n", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Druid, Ranger" + }, + { + "name": "Curse of Boreas", + "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. //[[[srd-spell: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. //[[[srd-spell:Greater restoration]]]// or more potent magic is needed to free a creature from the ice.", + "range": "100 feet", + "components": "V, S", + "ritual": "no", + "duration": "Permanent", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Curse of Dust", + "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.", + "range": "500 feet", + "components": "V, S, M", + "material": "a piece of spoiled food", + "ritual": "no", + "duration": "5 days", + "concentration": "no", + "casting_time": "10 minutes", + "level": "7th-level", + "level_int": "7", + "school": "necromancy", + "class": "Cleric, Druid, Warlock" + }, + { + "name": "Curse of Incompetence", + "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|| 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. ||", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Bard, Cleric, Warlock, Wizard" + }, + { + "name": "Curse of the Grave", + "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 //[[[srd-spell: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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a pinch of dirt from a freshly dug grave", + "ritual": "no", + "duration": "Until dispelled", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Curse of Yig", + "desc": "This spell transforms a Small, Medium, or Large creature that you can see within range into a [[[monster: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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a drop of snake venom", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "5th-level", + "level_int": "5", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Curse Ring", + "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 //[[[srd-spell: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 //[[[srd-spell:identify]]]// spell cast on the cursed ring reveals the fact that it is cursed.", + "range": "Touch", + "components": "V, S, M", + "material": "250 gp worth of diamond dust, which the spell consumes", + "ritual": "no", + "duration": "Permanent until discharged", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Cursed Gift", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "an object worth at least 75 gp", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "abjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Cynophobia", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a dog’s tooth", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Daggerhawk", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a dagger", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "rolls-attack": true + }, + { + "name": "Dark Dementing", + "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 //[[[srd-spell:light]]]// spell, or the like).", + "range": "120 feet", + "components": "V, S, M", + "material": "a moonstone", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "illusion", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Dark Heraldry", + "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", + "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.", + "range": "60 feet", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Druid, Warlock" + }, + { + "name": "Dark Maw", + "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 //[[[srd-spell:alter 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.\n\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Dark Path", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a lodestone", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Darkbolt", + "desc": "You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.\n", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Dead Walking", + "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.\n", + "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.", + "range": "10 feet", + "components": "V, S, M", + "material": "a copper piece", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "illusion", + "class": "Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Deadly Sting", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a thorn", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Death God’s Touch", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Decay", + "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.\n\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "range": "Touch", + "components": "V, S, M", + "material": "a handful of ash", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Necromancy", + "class": "Cleric, Druid, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Decelerate", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a toy top", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Deep Breath", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "2 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Defile Healing", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you see a creature cast a healing spell", + "level": "7th-level", + "level_int": "7", + "school": "necromancy", + "class": "Cleric, Warlock" + }, + { + "name": "Delay Potion", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 hour (see below)", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation" + }, + { + "name": "Delayed Healing", + "desc": "Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).\n", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", + "range": "Touch", + "components": "V, M", + "material": "a bloodstone worth 100 gp, which the spell consumes", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "evocation" + }, + { + "name": "Demon Within", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a vial of blood from a humanoid killed within the previous 24 hours", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Warlock, Wizard" + }, + { + "name": "Desiccating Breath", + "desc": "You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.", + "range": "Self (30-foot cone)", + "components": "V, S, M", + "material": "a clump of dried clay", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Cleric, Druid, Sorcerer, Wizard", + "shape": " cone" + }, + { + "name": "Desolation", + "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 //[[[srd-spell: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 //[[[spell:bloom]]]// spell.\n\n//**Ritual Focus.**// If you expend your ritual focus, the duration becomes permanent.", + "range": "Self", + "components": "V, S, M", + "material": "an obsidian acorn worth 500 gp, which is consumed in the casting", + "ritual": "yes", + "duration": "1 year", + "concentration": "no", + "casting_time": "1 hour", + "level": "8th-level", + "level_int": "8", + "school": "necromancy", + "class": "Cleric, Druid, Wizard" + }, + { + "name": "Destructive Resonance", + "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", + "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.", + "range": "Self (15-foot cone)", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment", + "shape": " cone" + }, + { + "name": "Detect Dragons", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Druid, Sorcerer, Wizard", + "shape": " line" + }, + { + "name": "Deva’s Wings", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a wing feather from any bird", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Cleric, Paladin, Warlock, Wizard" + }, + { + "name": "Dimensional Shove", + "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.\n", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Bard, Warlock, Wizard" + }, + { + "name": "Disquieting Gaze", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Disruptive Aura", + "desc": "A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect.\n", + "higher_level": "When you cast this spell using a 9th‐level spell slot, the cube is 20 feet on a side.", + "range": "150 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "evocation", + "class": "Druid, Sorcerer, Warlock, Wizard", + "shape": " cube" + }, + { + "name": "Distracting Divination", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy tries to cast a spell", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Distraction Cascade", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an ally declares an attack against an enemy you can see", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Doom of Blue Crystal", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a blue crystal", + "ritual": "no", + "duration": "Up to 3 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Doom of Consuming Fire", + "desc": "You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.\n", + "higher_level": "When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th‐level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.", + "range": "Self", + "components": "V, S, M", + "material": "a dead coal or a fistful of ashes", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Doom of Dancing Blades", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Bard, Cleric, Sorcerer, Wizard" + }, + { + "name": "Doom of Disenchantment", + "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 //[[[srd-item:weapon-1-2-or-3|+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 //[[[srd=item: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 //[[[srd-spell:counterspell]]]//, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 5 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "abjuration", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Doom of Serpent Coils", + "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 //[[[srd-spell:protection from poison]]]// or comparable magic.", + "range": "Self (10-foot radius)", + "components": "V, S, M", + "material": "a vial of poison", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Doom of the Cracked Shield", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation" + }, + { + "name": "Doom of the Earthen Maw", + "desc": "The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained.\n\nEach round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Cleric, Druid" + }, + { + "name": "Doom of the Slippery Rogue", + "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.", + "range": "40 feet", + "components": "V, S, M", + "material": "bacon fat", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Douse Light", + "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 //[[[srd-spell:light]]]// or //[[[srd-spell:dancing lights]]]// cantrip.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Draconic Smite", + "desc": "The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.\n", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Druid, Paladin" + }, + { + "name": "Dragon Breath", + "desc": "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.\n\nWhen you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.\n\n||~ Dragon Type ||~ Area ||~ Damage ||\n|| Black || 30-foot line, 5 feet wide || 6d6 acid damage ||\n|| Blue || 30-foot line, 5 feet wide || 6d6 lightning damage ||\n|| Green || 15-foot cone || 6d6 poison damage ||\n|| Red || 15-foot cone || 6d6 fire damage ||\n|| White || 15-foot cone || 6d6 cold damage ||\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.", + "range": "Self (15-foot cone or 30-foot line)", + "components": "V, S, M", + "material": "a piece of a dragon’s tooth", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Dragon Roar", + "desc": "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.\n\nThis spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", + "range": "30 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Drown", + "desc": "You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air.\n\nA suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n", + "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.\n\nNOTE: Midgard Heroes Handbook has a very different //[[[spell:drown-heroes-handbook|drown]]]// spell.", + "range": "90 feet", + "components": "V, S, M", + "material": "a small piece of flotsam or seaweed", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Dryad’s Kiss", + "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 //[[[srd-spell:greater restoration]]]// or //[[[srd-spell: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", + "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.", + "range": "120 feet", + "components": "V, M", + "material": "a flower petal or a drop of blood", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration" + }, + { + "name": "Earthskimmer", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a piece of shale or slate", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Earworm Melody", + "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", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "enchantment" + }, + { + "name": "Echoes of Steel", + "desc": "When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.", + "range": "Self (30-foot radius)", + "components": "S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "4th-level", + "level_int": "4", + "school": "evocation" + }, + { + "name": "Ectoplasm", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a pinch of bone dust", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Eidetic Memory", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a string tied in a knot", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Wizard" + }, + { + "name": "Eldritch Communion", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "corvid entrails, a dried opium poppy, and a glass dagger", + "ritual": "yes", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 minute", + "level": "5th-level", + "level_int": "5", + "school": "divination", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Elemental Horns", + "desc": "The target of this spell must be a creature that has horns, or the spell fails. //Elemental horns// causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.\n\nAlthough commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.\n", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.", + "range": "Touch", + "components": "V, S, M", + "material": "a brass wand", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Elemental Twist", + "desc": "During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.", + "range": "Self", + "components": "V, S, M", + "material": "a thin piece of copper twisted around itself", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Emanation of Yoth", + "desc": "You call forth a [[[srd-monster: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", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "a fistful of grave earth and a vial of child’s blood", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Enchant Ring", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "500 gp worth of diamond dust, which the spell consumes", + "ritual": "no", + "duration": "Permanent until discharged", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "enchantment", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Encroaching Shadows", + "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", + "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.", + "range": "150 feet", + "components": "V, S, M", + "material": "a drop of blood smeared on a silver rod worth 100 gp", + "ritual": "yes", + "duration": "12 hours", + "concentration": "no", + "casting_time": "1 hour", + "level": "6th-level", + "level_int": "6", + "school": "illusion", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Encrypt / Decrypt", + "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 //[[[srd-spell:dispel magic]]]// is cast on the encoded writing, which turns it back into its normal state.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Endow Attribute", + "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 //[[[srd-spell: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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a ring worth at least 200 gp, which the spell consumes", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Energy Absorption", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Druid, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Energy Foreknowledge", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage", + "level": "4th-level", + "level_int": "4", + "school": "divination", + "class": "Bard, Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Enhance Greed", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Entomb", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "a chip of granite", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cube" + }, + { + "name": "Entropic Damage Field", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a silver wire", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Essence Instability", + "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 //[[[srd-spell: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). //[[[srd-spell: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 //[[[srd-spell:mage armor]]]// or //[[[srd-spell:wall of force]]]// will block it.\n", + "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.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Evercold", + "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 //[[[srd-spell:dispel magic]]]// or //[[[srd-spell:remove curse]]]//.", + "range": "30 feet", + "components": "V, S, M", + "material": "an insect that froze to death", + "ritual": "no", + "duration": "Until dispelled", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Exsanguinate", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a desiccated horse heart", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Exsanguinating Cloud", + "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.", + "range": "100 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 5 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Extract Knowledge", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a blank page", + "ritual": "yes", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "necromancy", + "class": "Bard, Cleric, Warlock, Wizard" + }, + { + "name": "Fault Line", + "desc": "The ground thrusts sharply upward along a 5-foot-wide, 60‐foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.", + "range": "Self (60-foot line)", + "components": "V, S", + "ritual": "no", + "duration": "Permanent", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "evocation", + "class": "Cleric, Druid, Sorcerer, Wizard", + "shape": " line" + }, + { + "name": "Feather Field", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "fletching from an arrow", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Druid, Ranger, Warlock, Wizard" + }, + { + "name": "Feather Travel", + "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", + "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.", + "range": "Touch", + "components": "V, M", + "material": "a feather", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Wizard" + }, + { + "name": "Fey Crown", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "five flowers of different colors", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Bard, Druid, Ranger, Warlock" + }, + { + "name": "Find Kin", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a freshly dug up tree root that is consumed by the spell", + "ritual": "yes", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Cleric, Paladin", + "rolls-attack": true + }, + { + "name": "Fire Darts", + "desc": "When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.\n", + "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.", + "range": "20 feet", + "components": "V, S, M", + "material": "a fire the size of a small campfire or larger", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Cleric, Druid, Wizard" + }, + { + "name": "Fire Under the Tongue", + "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.", + "range": "5 feet", + "components": "V, S", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger, Warlock" + }, + { + "name": "Firewalk", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Fist of Iron", + "desc": "You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Flame Wave", + "desc": "A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed.\n", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.", + "range": "Self (40-foot cone)", + "components": "V, S, M", + "material": "a drop of tar, pitch, or oil", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Flesh to Paper", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Flickering Fate", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "divination" + }, + { + "name": "Fluctuating Alignment", + "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\n++ Alignment Fluctuation\n||~ D20 ||~ Alignment ||\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 ||", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Flurry", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a fleck of quartz", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Cleric, Druid, Ranger, Warlock" + }, + { + "name": "Forest Native", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a clump of soil from a forest", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation" + }, + { + "name": "Forest Sanctuary", + "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 //[[[srd-spell:control weather]]], [[[srd-spell:control water]]]//, or //[[[srd-spell: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.", + "range": "300 feet", + "components": "V, S, M", + "material": "a bowl of fresh rainwater and a tree branch", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "9th-level", + "level_int": "9", + "school": "abjuration", + "shape": " cube" + }, + { + "name": "Foretell Distraction", + "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.", + "range": "Self", + "components": "S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Form of the Gods", + "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 [[[monster: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.", + "range": "Self", + "components": "V, S, M", + "material": "a holy symbol", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "transmutation" + }, + { + "name": "Freeze Blood", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Freeze Potion", + "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", + "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.", + "range": "25 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you see a creature within range about to consume a liquid", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Cleric, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Freezing Fog", + "desc": "The spell creates a 20-foot-radius sphere of mist similar to a //[[[srd-spell: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", + "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.", + "range": "100 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 5 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Druid, Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Frenzied Bolt", + "desc": "You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.\n\n||~ d10 ||~ Damage Type ||\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", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Bard, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Frostbite", + "desc": "Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.\n\nAn affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.\n\nCreatures that are immune to cold damage are unaffected by //frostbite//.\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.", + "range": "90 feet", + "components": "V, S, M", + "material": "a strip of dried flesh that has been frozen at least once", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Frostbitten Fingers", + "desc": "You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.\n\nAfter every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Frozen Razors", + "desc": "Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.\n", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "water from a melted icicle", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cube" + }, + { + "name": "Furious Hooves", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a nail", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Fusillade of Ice", + "desc": "You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.\n", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.", + "range": "Self (30-foot cone)", + "components": "V, S, M", + "material": "a dagger shaped like an icicle", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Gear Barrage", + "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.", + "range": "Self (60-foot cone)", + "components": "V, S, M", + "material": "a handful of gears and sprockets worth 5 gp", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Ghoul King’s Cloak", + "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.", + "higher_level": "When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.", + "range": "Touch", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Cleric, Warlock" + }, + { + "name": "Gird the Spirit", + "desc": "Your magic protects the target creature from the life-sapping 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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Cleric, Druid, Paladin" + }, + { + "name": "Glacial Cascade", + "desc": "By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.", + "range": "Self (30-foot-radius sphere)", + "components": "V, S, M", + "material": "a piece of alexandrite", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "evocation", + "class": "Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Glacial Fog", + "desc": "As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.\n\nStored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.\n", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.", + "range": "100 feet", + "components": "V, S, M", + "material": "crystalline statue of a polar bear worth at least 25 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "evocation", + "class": "Cleric, Druid, Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Gliding Step", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Druid, Ranger" + }, + { + "name": "Glimpse of the Void", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a scrap of parchment with Void glyph scrawlings", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "enchantment", + "shape": " cube" + }, + { + "name": "Gloomwrought Barrier", + "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.", + "range": "100 feet", + "components": "V, S, M", + "material": "a piece of obsidian", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Gluey Globule", + "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 //[[[srd-item:sovereign glue]]]// and lasts for 1 hour.", + "range": "120 feet", + "components": "V, S, M", + "material": "a drop of glue", + "ritual": "no", + "duration": "1 minute or 1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "rolls-attack": true + }, + { + "name": "Glyph of Shifting", + "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\nThe 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\nThe glyph disappears after being triggered or when the spell’s duration expires.\n", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "powdered diamond worth at least 50 gp, which the spell consumes", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Bard, Wizard" + }, + { + "name": "Goat's Hoof Charm", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a goat’s hoof", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Going in Circles", + "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 that succeeds on two Wisdom (Survival) checks while in 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 //[[[srd-spell:find the path]]]// automatically succeeds in discovering a way out of the terrain.\n\nWhen you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell.\n\nIf you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.", + "range": "Sight", + "components": "V, S, M", + "material": "a piece of the target terrain", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard", + "shape": " cube" + }, + { + "name": "Gordolay’s Pleasant Aroma", + "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.", + "range": "120 feet", + "components": "S, M", + "material": "a few flower petals or a piece of fruit, which the spell consumes", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Bard, Druid, Sorcerer, Wizard" + }, + { + "name": "Grasp of the Tupilak", + "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 //[[[srd-spell:remove curse]]], [[[srd-spell:greater restoration]]]//, or comparable magic.", + "range": "Self", + "components": "V, S, M", + "material": "tupilak idol", + "ritual": "no", + "duration": "1 hour or until triggered", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Greater Maze", + "desc": "This spell functions as //[[[srd-spell: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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "conjuration", + "class": "Sorcerer, Wizard" + }, + { + "name": "Greater Seal of Sanctuary", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "incense and special inks worth 500 gp, which the spell consumes", + "ritual": "yes", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "9th-level", + "level_int": "9", + "school": "abjuration", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Green Decay", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Grudge Match", + "desc": "This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.\n", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.", + "range": "100 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Ranger, Warlock" + }, + { + "name": "Guest of Honor", + "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", + "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.", + "range": "Touch", + "components": "V, M", + "material": "a signet ring worth 25 gp", + "ritual": "yes", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "10 minutes", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Wizard" + }, + { + "name": "Guiding Star", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "yes", + "duration": "8 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Hamstring", + "desc": "You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.\n\nThe spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", + "range": "60 feet", + "components": "S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Bard, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Hard Heart", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "an iron key", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Wizard" + }, + { + "name": "Harry", + "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 that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.\n\nOn a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.\n", + "higher_level": "When you cast this spell using 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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a bit of fur from a game animal", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Harrying Hounds", + "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.\n\nWhen an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. 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 that the pack will overcome it if it stops moving. 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.\n\nAn 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 from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes 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, enabling it to move as necessary to face hostile creatures.\n", + "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.", + "range": "180 feet", + "components": "V, S, M", + "material": "a tuft of fur from a hunting dog", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "enchantment", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard", + "shape": " sphere" + }, + { + "name": "Harsh Light of Summer’s Glare", + "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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "enchantment", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Heart-Seeking Arrow", + "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 //[[[srd-spell:true resurrection]]]// or a //[[[srd-spell:wish]]]// spell. This spell has no effect on undead or constructs.\n", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Ranger, Wizard" + }, + { + "name": "Heart to Heart", + "desc": "For the duration, you and the creature you touch remain stable and unconscious if one of you is 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.", + "range": "Touch", + "components": "V, S, M", + "material": "a drop of your blood", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Bard, Paladin, Sorcerer, Wizard" + }, + { + "name": "Heartache", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a silver locket", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment", + "class": "Bard, Sorcerer, Warlock, Wizard" + }, + { + "name": "Heartstop", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Heartstrike", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "an arrow, bolt, or other missile", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Druid, Ranger" + }, + { + "name": "Heavenly Crown", + "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.", + "range": "Self (30-foot radius)", + "components": "V, S, M", + "material": "a small golden crown worth 50 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "enchantment", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Hedren’s Birds of Clay", + "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", + "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.", + "range": "Self", + "components": "V, M", + "material": "a clay figurine shaped like a bird", + "ritual": "no", + "duration": "Up to 5 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Druid, Ranger, Wizard", + "rolls-attack": true + }, + { + "name": "Hematomancy", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a drop of a creature’s blood", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Hero's Steel", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a warrior's amulet worth 5 gp", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Cleric, Paladin, Ranger" + }, + { + "name": "Hide in One’s Shadow", + "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.", + "range": "Touch", + "components": "S, M", + "material": "charcoal", + "ritual": "no", + "duration": "3 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Hoarfrost", + "desc": "A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.\n\nThe spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", + "range": "Touch", + "components": "V, S, M", + "material": "a melee weapon", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Hobble Mount", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Cleric, Druid, Paladin, Ranger, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Hobble", + "desc": "You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.", + "range": "30 feet", + "components": "V, S, M", + "material": "a broken rabbit’s foot", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Bard, Cleric, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Holy Ground", + "desc": "You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.", + "range": "Self", + "components": "V, S, M", + "material": "a vial of holy water that is consumed in the casting", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Cleric, Paladin" + }, + { + "name": "Hone Blade", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a chip of whetstone or lodestone", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Cleric, Druid, Ranger" + }, + { + "name": "Hunger of Leng", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "a pinch of salt and a drop of the caster’s blood", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Hunter’s Endurance", + "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.\n\nUntil 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 //[[[srd-spell: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.", + "range": "Self", + "components": "V, S, M", + "material": "a fingernail, lock of hair, bit of fur, or drop of blood from the target, if unfamiliar", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Ranger, Warlock" + }, + { + "name": "Hunting Stand", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a crude model of the stand", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "class": "Druid, Ranger", + "shape": " cube" + }, + { + "name": "Ice Fortress", + "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 //[[[srd-spell: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 //[[[srd-spell: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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a miniature keep carved from ice or glass that is consumed in the casting", + "ritual": "no", + "duration": "Until dispelled or destroyed", + "concentration": "no", + "casting_time": "1 minute", + "level": "5th-level", + "level_int": "5", + "school": "conjuration", + "class": "Cleric, Sorcerer, Wizard", + "shape": " cube" + }, + { + "name": "Ice Hammer", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a miniature hammer carved from ice or glass", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Cleric, Ranger" + }, + { + "name": "Ice Soldiers", + "desc": "You pour water from the vial and cause two [[[monster:ice soldier|ice soldiers]]] 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", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.", + "range": "30 feet", + "components": "V, M", + "material": "vial of water", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "conjuration", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Icicle Daggers", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a miniature dagger shaped like an icicle", + "ritual": "no", + "duration": "Instantaneous or special", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "conjuration", + "class": "Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Icy Grasp of the Void", + "desc": "You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "evocation" + }, + { + "name": "Icy Manipulation", + "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 //[[[srd-spell: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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a piece of ice preserved from the plane of elemental ice", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Ill-Fated Word", + "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.", + "range": "30 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Illuminate Spoor", + "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\nIf 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.\n", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a firefly", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Druid, Ranger" + }, + { + "name": "Impending Ally", + "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", + "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.", + "range": "40 feet", + "components": "V, S, M", + "material": "a broken chain link", + "ritual": "no", + "duration": "Up to 2 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Innocuous Aspect", + "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.", + "range": "Self (20-foot radius)", + "components": "V, S, M", + "material": "a paper ring", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Insightful Maneuver", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Inspiring Speech", + "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.", + "range": "60 feet", + "components": "V", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "10 minutes", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Cleric, Paladin" + }, + { + "name": "Instant Fortification", + "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 //[[[srd-spell: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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a statuette of a keep worth 250 gp, which is consumed in the casting", + "ritual": "yes", + "duration": "Permanent", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "transmutation", + "shape": " cube" + }, + { + "name": "Instant Siege Weapon", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "raw materials with a value in gp equal to the hit points of the siege weapon to be created", + "ritual": "yes", + "duration": "Permanent", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation" + }, + { + "name": "Instant Snare", + "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\nWhen 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\nThis 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.\n", + "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 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.", + "range": "120 feet", + "components": "V, S, M", + "material": "a loop of twine", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "abjuration" + }, + { + "name": "Ire of the Mountain", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a piece of coal", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Iron Hand", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "Cantrip", + "level_int": "0", + "school": "Abjuration", + "class": "Bard, Cleric, Druid" + }, + { + "name": "Kareef’s Entreaty", + "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", + "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.", + "range": "60 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take just before a creature makes a death saving throw", + "level": "1st-level", + "level_int": "1", + "school": "abjuration" + }, + { + "name": "Keening Wail", + "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", + "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.", + "range": "Self (15-foot cone)", + "components": "V, S, M", + "material": "a ringed lock of hair from an undead creature", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Bard, Cleric, Warlock", + "shape": " cone" + }, + { + "name": "Killing Fields", + "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\nWhile 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\nWhen 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\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.\n//**Slaying.**// Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature.\n//**Tracking.**// A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.\n\nYou 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.", + "range": "300 feet", + "components": "V, S, M", + "material": "a game animal, which must be sacrificed as part of casting the spell", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "5th-level", + "level_int": "5", + "school": "transmutation", + "shape": " cube" + }, + { + "name": "Kiss of the Succubus", + "desc": "You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as //[[[srd-spell: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", + "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.", + "range": "Touch", + "components": "S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Kobold’s Fury", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a kobold scale", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Labyrinth Mastery", + "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 //[[[srd-spell:maze]]]// spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.", + "range": "Self", + "components": "V, S, M", + "material": "a piece of blank parchment", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "divination", + "class": "Bard, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Labyrinthine Howl", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a dead mouse", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "illusion", + "class": "Sorcerer, Wizard" + }, + { + "name": "Lacerate", + "desc": "You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.\n", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a shard of bone or crystal", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Bard, Cleric, Sorcerer, Wizard" + }, + { + "name": "Lair Sense", + "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", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "treasure worth at least 500 gp, which is not consumed in casting", + "ritual": "yes", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "shape": " cube" + }, + { + "name": "Last Rays of the Dying Sun", + "desc": "A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.\n", + "higher_level": "When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.", + "range": "40 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "evocation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Lava Stone", + "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.", + "range": "Touch", + "components": "V, M", + "material": "a sling stone", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "rolls-attack": true + }, + { + "name": "Lay to Rest", + "desc": "A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.\n\nAn undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.", + "range": "Self (15-foot-radius sphere)", + "components": "V, S, M", + "material": "a pinch of grave dirt", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Cleric, Paladin" + }, + { + "name": "Legend Killer", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "divination", + "class": "Sorcerer, Wizard" + }, + { + "name": "Legion of Rabid Squirrels", + "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 [[[srd-monster: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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "an acorn or nut", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Bard, Druid, Ranger" + }, + { + "name": "Legion", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a toy soldier", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cube", + "rolls-attack": true + }, + { + "name": "Lesser Maze", + "desc": "This spell functions as //[[[srd-spell: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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Life Drain", + "desc": "With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.\n", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "evocation" + }, + { + "name": "Life from Death", + "desc": "The touch of your hand can siphon energy from the 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 its 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.\n", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Cleric, Paladin", + "rolls-attack": true + }, + { + "name": "Life Hack", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a ruby worth 500 gp, which is consumed during the casting", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "necromancy" + }, + { + "name": "Life Sense", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a clear piece of quartz", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Life Transference Arrow", + "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", + "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.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Cleric, Paladin", + "rolls-attack": true + }, + { + "name": "Litany of Sure Hands", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "divination" + }, + { + "name": "Living Shadows", + "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.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "enchantment", + "shape": " sphere" + }, + { + "name": "Lock Armor", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a pinch of rust and metal shavings", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Looping Trail", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a piece of rope twisted into a loop", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Lovesick", + "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||~ d10 ||~ Behavior ||\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. ||\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", + "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.", + "range": "90 feet", + "components": "V, S, M", + "material": "a handful of red rose petals", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard", + "shape": " sphere" + }, + { + "name": "Maddening Whispers", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment" + }, + { + "name": "Maim", + "desc": "Your hands become black 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\n//**Upper Limb.**// The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.\n\n//**Lower Limb.**// The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.\n\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\nThe effect is permanent until removed by //[[[srd-spell:remove curse]]], [[[srd-spell:greater restoration]]]//, or similar magic.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Malevolent Waves", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a profane object that has been bathed in blood", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "abjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Mammon’s Due", + "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.", + "range": "500 feet", + "components": "V, S, M", + "material": "11 gilded human skulls worth 150 gp each, which are consumed by the spell", + "ritual": "yes", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 hour", + "level": "9th-level", + "level_int": "9", + "school": "conjuration", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Mark Prey", + "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.\n", + "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.", + "range": "120 feet", + "components": "V", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Druid, Ranger" + }, + { + "name": "Mass Hobble Mount", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Cleric, Druid, Paladin, Ranger, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Mass Surge Dampener", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "yes", + "duration": "1 minute, or until expended", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Maw of Needles", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger", + "rolls-attack": true + }, + { + "name": "Memento Mori", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Necromancy", + "class": "Cleric, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Mephitic Croak", + "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", + "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.", + "range": "Self (15-foot cone)", + "components": "V, S, M", + "material": "a dead toad and a dram of arsenic worth 10 gp", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "shape": " cone" + }, + { + "name": "Mind Exchange", + "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 //[[[srd-spell:dispel magic]]// or //[[[srd-spell: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 //[[[srd-spell:wish]]]// spell or comparable magic.", + "range": "60 feet", + "components": "V, S, M", + "material": "a prism and silver coin", + "ritual": "yes", + "duration": "Up to 8 hours", + "concentration": "yes", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Mire", + "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.", + "range": "100 feet", + "components": "V, S, M", + "material": "a vial of sand mixed with water", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Cleric, Druid, Warlock, Wizard" + }, + { + "name": "Misstep", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Enchantment", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Mist of Wonders", + "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", + "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.", + "range": "Self (30-foot radius)", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Sorcerer, Wizard" + }, + { + "name": "Monstrous Empathy", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a morsel of food", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Druid, Ranger" + }, + { + "name": "Moon Trap", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "powdered silver worth 250 gp", + "ritual": "no", + "duration": "Up to 8 hours", + "concentration": "no", + "casting_time": "1 hour", + "level": "4th-level", + "level_int": "4", + "school": "abjuration", + "class": "Cleric, Druid, Warlock, Wizard" + }, + { + "name": "Mosquito Bane", + "desc": "This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.\n", + "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.", + "range": "50 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Mud Pack", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a clump of mud", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "conjuration", + "class": "Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Negative Image", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a piece of reflective obsidian", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Nether Weapon", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "ink, chalk, or some other writing medium", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment" + }, + { + "name": "Night Terrors", + "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//.", + "range": "120 feet", + "components": "V, S, M", + "material": "a crow’s eye", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "illusion", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Nightfall", + "desc": "You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.", + "range": "100 feet", + "components": "V, S", + "ritual": "yes", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Cleric, Druid, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Nip at the Heels", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a dog’s tooth", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "illusion", + "class": "Druid, Ranger" + }, + { + "name": "Not Dead Yet", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a cloth doll filled with herbs and diamond dust worth 100 gp", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Not This Day!", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Cleric, Warlock" + }, + { + "name": "Orb of Light", + "desc": "An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.\n", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Warlock, Wizard" + }, + { + "name": "Outflanking Boon", + "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", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 Action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Bard, Sorcerer, Warlock, Wizard" + }, + { + "name": "Paragon of Chaos", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Pendulum", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a small pendulum or metronome made of brass and rosewood worth 10 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Cleric, Paladin, Sorcerer, Wizard" + }, + { + "name": "Phantom Dragon", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a piece of dragon egg shell", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Pitfall", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Poisoned Volley", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Potency of the Pack", + "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", + "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.", + "range": "25 feet", + "components": "V, S, M", + "material": "a few hairs from a wolf", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Druid, Ranger, Warlock" + }, + { + "name": "Power Word Kneel", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "an emerald worth at least 100 gp", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Power Word Pain", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a quill jabbed into your own body", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Primal Infusion", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a bit of fur from a carnivorous animal", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "transmutation" + }, + { + "name": "Prismatic Ray", + "desc": "A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.\n\n||~ d8 ||~ Color ||~ Effect ||~ Saving Throw || \n|| 1 || Red || 8d10 fire damage || Dexterity || \n|| 2 || Orange || 8d10 acid damage || Dexterity || \n|| 3 || Yellow || 8d10 lightning damage || Dexterity || \n|| 4 || Green || Target Poisoned || Constitution || \n|| 5 || Blue || Target Deafened || Constitution || \n|| 6 || Indigo || Target Frightened || Wisdom || \n|| 7 || Violet || Target Stunned || Constitution || \n|| 8 || Shifting Ray || Target Blinded || Constitution || \n\nA target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.", + "range": "100 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Protection from the Void", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a small bar of silver worth 15 sp, which the spell consumes", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "abjuration" + }, + { + "name": "Protective Ice", + "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", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a seed encased in ice or glass", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "abjuration" + }, + { + "name": "Puff of Smoke", + "desc": "By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. //Puff of smoke// has no effect on creatures that have tremorsense or blindsight.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation" + }, + { + "name": "Pummelstone", + "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.\n\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "range": "60 feet", + "components": "V, S, M", + "material": "a pebble", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Conjuration", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Pyroclasm", + "desc": "You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.\n\nThe geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.\n\nWhen a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.\n\nIf you maintain concentration on //pyroclasm// for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.", + "range": "500 feet", + "components": "V, S, M", + "material": "a shard of obsidian", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Quick Time", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "any seed", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "conjuration" + }, + { + "name": "Quicken", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation", + "class": "Bard, Cleric, Sorcerer, Wizard" + }, + { + "name": "Quicksilver Mantle", + "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 //[[[srd-spell:ray of enfeeblement]]]//, //[[[srd-spell:scorching ray]]]//, or even //[[[srd-spell: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.", + "range": "Self", + "components": "V, S, M", + "material": "a nonmagical cloak and a dram of quicksilver worth 10 gp", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation" + }, + { + "name": "Quintessence", + "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.", + "range": "Self (120-foot radius)", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Raid the Lair", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a piece of the dragon whose lair you are raiding", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "10 minutes", + "level": "4th-level", + "level_int": "4", + "school": "abjuration", + "class": "Bard, Ranger, Wizard" + }, + { + "name": "Rain of Blades", + "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", + "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.", + "range": "25 feet", + "components": "V, S, M", + "material": "shard of metal from a weapon", + "ritual": "no", + "duration": "4 rounds", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "conjuration", + "class": "Cleric, Paladin" + }, + { + "name": "Ray of Alchemical Negation", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "rolls-attack": true + }, + { + "name": "Ray of Life Suppression", + "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 //[[[srd-spell:greater restoration]]]// spell or comparable magic.\n\nThis spell has no effect on constructs or undead.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Druid, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Reaver Spirit", + "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", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "enchantment", + "class": "Cleric, Druid, Ranger" + }, + { + "name": "Reposition", + "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.\n", + "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.", + "range": "30 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "class": "Bard, Sorcerer, Warlock, Wizard" + }, + { + "name": "Reset", + "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.\n", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Paladin, Wizard" + }, + { + "name": "Reverberate", + "desc": "You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.\n", + "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.", + "range": "Self (15-foot cone)", + "components": "V, S, M", + "material": "a metal ring", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Revive Beast", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "emeralds worth 100 gp, which the spell consumes", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Druid, Ranger" + }, + { + "name": "Right the Stars", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "seven black candles and a circle of powdered charred bone or basalt", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "10 minutes", + "level": "7th-level", + "level_int": "7", + "school": "divination", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Ring Strike", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "two metal rings", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Ring Ward", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "an iron ring worth 200 gp, which the spell consumes", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "abjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Riptide", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Rolling Thunder", + "desc": "A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.\n\nWhile a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", + "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.", + "range": "Self (30-foot line)", + "components": "V, S, M", + "material": "a sliver of metal from a gong", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Rotting Corpse", + "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 //[[[srd-spell:raise dead]]]// spell (though a //[[[srd-spell: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 //[[[srd-spell:true resurrection]]]// spell.\n", + "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.", + "range": "Touch", + "components": "V, M", + "material": "a rotting piece of flesh from an undead creature", + "ritual": "no", + "duration": "3 days", + "concentration": "no", + "casting_time": "10 minutes", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Rune of Imprisonment", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "ink", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "abjuration", + "class": "Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Salt Lash", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a pinch of salt worth 1 sp, which is consumed during the casting", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration" + }, + { + "name": "Sand Ship", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a boat or ship of 10,000 gp value or less", + "ritual": "yes", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "4th-level", + "level_int": "4", + "school": "transmutation" + }, + { + "name": "Sanguine Horror", + "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 [[[monster: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.", + "range": "5 feet", + "components": "V, S, M", + "material": "a miniature dagger", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "conjuration", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Scale Rot", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a piece of rotten meat", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Scentless", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "1 ounce of pure water", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Screaming Ray", + "desc": "You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.\n", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Bard, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Scribe", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Transmutation", + "class": "Bard, Cleric, Wizard" + }, + { + "name": "Scry Ambush", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy tries to make a surprise attack against you", + "level": "4th-level", + "level_int": "4", + "school": "divination", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Sculpt Snow", + "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 //[[[srd-spell: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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Seal of Sanctuary", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "incense and special inks worth 250 gp, which the spell consumes", + "ritual": "yes", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 minute", + "level": "7th-level", + "level_int": "7", + "school": "abjuration", + "class": "Cleric, Warlock, Wizard" + }, + { + "name": "Searing Sun", + "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.", + "range": "200 feet", + "components": "V, S, M", + "material": "a magnifying lens", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Cleric, Druid, Sorcerer, Wizard", + "shape": " cylinder" + }, + { + "name": "See Beyond", + "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 //[[[srd-spell:geas]]]// spell, however, because //[[[srd-spell:geas]]]// needs only a visible target.", + "range": "Touch", + "components": "V, S, M", + "material": "a transparent crystal", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "divination", + "class": "Bard, Druid, Ranger, Wizard", + "shape": " line" + }, + { + "name": "Seed of Destruction", + "desc": "This spell impregnates a living creature with a rapidly gestating //[[[srd-monster: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 //[[[srd-spell: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 //[[[srd-spell:wish]]]// spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a //[[[srd-spell:dispel magic]]]// spell under the normal rules for dispelling high-level magic.", + "range": "60 feet", + "components": "V, S, M", + "material": "five teeth from a still-living humanoid and a vial of the caster’s blood", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "enchantment", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Seeping Death", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "3 days", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Cleric, Druid, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Seer’s Reaction", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take at the start of another creature’s turn", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Semblance of Dread", + "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.", + "range": "Self (10-foot radius)", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Illusion", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Shade", + "desc": "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as //[[[srd-spell: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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "abjuration", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Shadow Armor", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you are targeted by an attack but before the roll is made", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Shadow Bite", + "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.\n\nThis spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Illusion" + }, + { + "name": "Shadow Blindness", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Illusion", + "class": "Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Shadow Hands", + "desc": "A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the frightened condition.\n", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.", + "range": "Self (10-foot cone)", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Shadow Monsters", + "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", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a doll", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "illusion", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Shadow Puppets", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a pinch of powdered lead", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "illusion", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Shadow Trove", + "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", + "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.", + "range": "5 feet", + "components": "V, S, M", + "material": "ink made from the blood of a raven", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation" + }, + { + "name": "Shadows Brought to Light", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "yes", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "10 minutes", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Cleric, Druid, Paladin, Warlock, Wizard" + }, + { + "name": "Shadowy Retribution", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a small silver cup filled with the caster’s blood", + "ritual": "yes", + "duration": "12 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Shared Sacrifice", + "desc": "You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 minute", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Cleric, Paladin" + }, + { + "name": "Sheen of Ice", + "desc": "A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.", + "range": "60 feet", + "components": "V, S, M", + "material": "water within a glass globe", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Shifting the Odds", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Shiver", + "desc": "You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours.\n\nThe maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).", + "range": "30 ft.", + "components": "V, S, M", + "material": "humanoid tooth", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Shroud of Death", + "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.", + "range": "Self (30-foot radius)", + "components": "V, S, M", + "material": "a piece of ice", + "ritual": "no", + "duration": "Up to 10 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "necromancy", + "class": "Cleric, Wizard" + }, + { + "name": "Sidestep Arrow", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when an enemy targets you with a ranged attack", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Sign of Koth", + "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", + "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.", + "range": "Self (60-foot radius)", + "components": "V, S, M", + "material": "a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes", + "ritual": "no", + "duration": "Until dispelled", + "concentration": "no", + "casting_time": "1 turn", + "level": "7th-level", + "level_int": "7", + "school": "abjuration", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Silhouette", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Illusion" + }, + { + "name": "Sir Mittinz’s Move Curse", + "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.", + "range": "20 feet", + "components": "V, S, M", + "material": "a finely crafted hollow glass sphere and incense worth 50 gp, which the spell consumes", + "ritual": "yes", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 hour", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Druid, Paladin, Warlock, Wizard" + }, + { + "name": "Sleep of the Deep", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a pinch of black sand, a tallow candle, and a drop of cephalopod ink", + "ritual": "yes", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Slippery Fingers", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Cleric, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Slither", + "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", + "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.", + "range": "Self", + "components": "V, M", + "material": "ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation" + }, + { + "name": "Snow Boulder", + "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|| 1 || Small || 1d6 bludgeoning ||\n|| 2 || Medium || 2d6 bludgeoning ||\n|| 3 || Large || 4d6 bludgeoning ||\n|| 4 || Huge || 6d6 bludgeoning ||", + "range": "90 feet", + "components": "V, S, M", + "material": "a handful of snow", + "ritual": "no", + "duration": "Up to 4 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "transmutation", + "class": "Druid, Ranger", + "rolls-attack": true + }, + { + "name": "Snow Fort", + "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.", + "range": "120 feet", + "components": "V, S, M", + "material": "a ring carved from chalk or white stone", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Snowy Coat", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger" + }, + { + "name": "Song of the Forest", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a dried leaf, crumpled and released", + "ritual": "yes", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "10 minutes", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Speak with Inanimate Object", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "yes", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Cleric, Wizard" + }, + { + "name": "Spin", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Spinning Axes", + "desc": "Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.\n", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", + "range": "Self", + "components": "V, S, M", + "material": "an iron ring", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Spiteful Weapon", + "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", + "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.", + "range": "25 feet", + "components": "V, S, M", + "material": "a melee weapon that has been used to injure the target", + "ritual": "no", + "duration": "Up to 5 rounds", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Cleric, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Spur Mount", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "an apple or a sugar cube", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Paladin, Ranger" + }, + { + "name": "Staff of Violet Fire", + "desc": "You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.\n\nThis staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:\n\n* By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.\n* By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.\n\nThe staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell.\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.", + "range": "Self", + "components": "V, S, M", + "material": "mummy dust", + "ritual": "no", + "duration": "Special", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Cleric, Wizard" + }, + { + "name": "Stanch", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Starburst", + "desc": "You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.\n\nThis spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Druid, Warlock, Wizard", + "shape": " cube" + }, + { + "name": "Starfall", + "desc": "You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.\n", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "evocation", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Starry Vision", + "desc": "This spell acts as //[[[spell:compelling fate]]]//, except as noted above (//starry// vision can be cast as a reaction, has twice the range of //[[[spell: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", + "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.", + "range": "100 feet", + "components": "V, M", + "material": "a sprinkle of gold dust worth 400 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 reaction, which you take when an enemy starts its turn", + "level": "7th-level", + "level_int": "7", + "school": "divination" + }, + { + "name": "Star's Heart", + "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 //[[[srd-spell:flaming sphere]]]//. A creature under the influence of a //[[[srd-spell: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.", + "range": "50 feet", + "components": "V, S, M", + "material": "an ioun stone", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "transmutation", + "class": "Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Steal Warmth", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when you take cold damage from magic", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Steam Blast", + "desc": "You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.\n", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", + "range": "Self (15-foot radius)", + "components": "V, S, M", + "material": "a tiny copper kettle or boiler", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Steam Whistle", + "desc": "You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.", + "range": "Self (30-foot radius)", + "components": "V, S, M", + "material": "a small brass whistle", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Stench of Rot", + "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 //[[[srd-spell:remove curse]]]// spell or similar magic ends the spell early.\n", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a live maggot", + "ritual": "no", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Storm of Wings", + "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\nAs 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\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\n//**Birds.**// The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.\n\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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a drop of honey", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "class": "Druid, Ranger", + "shape": " sphere" + }, + { + "name": "Sudden Dawn", + "desc": "You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.", + "range": "100 feet", + "components": "V, S", + "ritual": "yes", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Cleric, Druid, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Summon Eldritch Servitor", + "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 [[[monster:ghast-of-leng|ghasts of Leng]]]\n* One [[[monster: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", + "higher_level": "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four [[[monster:ghast-of-leng|ghasts of Leng]]] or a [[[monster:hound of Tindalos]]]. When you cast it with a 9th-level spell slot, you can summon five [[[monster:ghast-of-leng|ghasts of Leng]]] or a [[[monster:nightgaunt]]].", + "range": "60 feet", + "components": "V, S, M", + "material": "a vial of the caster’s blood and a silver dagger", + "ritual": "yes", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 minute", + "level": "5th-level", + "level_int": "5", + "school": "conjuration", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Summon Star", + "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 [[[srd-monster: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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "conjuration" + }, + { + "name": "Surge Dampener", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "yes", + "duration": "1 minute, until expended", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "abjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Surprise Blessing", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "10 minutes", + "concentration": "no", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Cleric, Paladin" + }, + { + "name": "Symbol of Sorcery", + "desc": "You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.", + "range": "Touch", + "components": "V, S, M", + "material": "a stick of incense worth 20 gp", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "7th-level", + "level_int": "7", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " cone" + }, + { + "name": "Talons of a Hungry Land", + "desc": "You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three‐quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).\n\nWhen the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.\n\nA creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.\n\nWhen you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.\n", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Targeting Foreknowledge", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Bard, Cleric, Druid, Ranger, Sorcerer, Wizard" + }, + { + "name": "Thin the Ice", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a piece of sunstone", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger, Sorcerer, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Thousand Darts", + "desc": "You launch thousands of needlelike darts in a 5-foot‐wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.\n", + "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.", + "range": "Self (120-foot line)", + "components": "V, S, M", + "material": "a set of mithral darts worth 25 gp", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Throes of Ecstasy", + "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", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "a hazel or oak wand", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Thunder Bolt", + "desc": "You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "rolls-attack": true + }, + { + "name": "Thunderclap", + "desc": "You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round.\n\nThis spell doesn’t function in an area affected by a //[[[srd-spell:silence]]]// spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.", + "range": "Self (20-foot radius)", + "components": "S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Cleric, Sorcerer, Wizard" + }, + { + "name": "Thunderous Charge", + "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", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Ranger, Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Thunderous Stampede", + "desc": "This spell acts as //[[[spell: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", + "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.", + "range": "Self (30-foot radius)", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Thunderous Wave", + "desc": "You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "class": "Druid, Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Thunderstorm", + "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.", + "range": "Touch", + "components": "V, S, M", + "material": "a piece of lightning-fused glass", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "transmutation" + }, + { + "name": "Tidal Barrier", + "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.", + "range": "Self (10-foot radius)", + "components": "V, S, M", + "material": "a piece of driftwood", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "abjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Time in a Bottle", + "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.", + "range": "Sight", + "components": "V", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "transmutation", + "class": "Bard, Cleric, Sorcerer, Wizard" + }, + { + "name": "Time Jump", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Time Loop", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a metal loop", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Time Slippage", + "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.", + "range": "60 feet", + "components": "V, S, M", + "material": "the heart of a chaotic creature of challenge rating 5 or higher, worth 500 gp", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "enchantment", + "class": "Warlock, Wizard" + }, + { + "name": "Time Step", + "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.", + "range": "Self", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Bard, Cleric, Ranger, Warlock, Wizard" + }, + { + "name": "Time Vortex", + "desc": "This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a succesful save, it becomes immune to this casting of the spell.\n\nAn affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.\n||~ D10 ||~ EFFECT ||\n|| 1–2 || The creature is affected as if by a slow spell until the start of its next turn. ||\n|| 3–5 || The creature is stunned until the start of its next turn. ||\n|| 6–8 || The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. ||\n|| 9–10 || The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. ||\n\nYou can move the temporal vortex 10 feet each round as a bonus action. 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", + "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.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " sphere" + }, + { + "name": "Timely Distraction", + "desc": "You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.\n\n||~ D4 ||~ Effect ||\n|| 1 || Blinded ||\n|| 2 || Stunned ||\n|| 3 || Deafened ||\n|| 4 || Prone ||", + "range": "25 feet", + "components": "V, S, M", + "material": "a handful of sand or dirt thrown in the air", + "ritual": "no", + "duration": "3 rounds", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Tireless", + "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.", + "range": "Touch", + "components": "S, M", + "material": "an ever-wound spring worth 50 gp", + "ritual": "no", + "duration": "24 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Tongue of Sand", + "desc": "//Tongue of sand// is similar in many ways to //[[[srd-spell: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.", + "range": "30 feet", + "components": "V, S", + "ritual": "yes", + "duration": "Until dispelled", + "concentration": "no", + "casting_time": "1 minute", + "level": "3rd-level", + "level_int": "3", + "school": "illusion", + "class": "Bard, Cleric, Druid, Wizard" + }, + { + "name": "Tongue Tied", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "enchantment", + "class": "Bard, Cleric, Warlock, Wizard" + }, + { + "name": "Torrent of Fire", + "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.", + "range": "Self (60-foot cone)", + "components": "V, S, M", + "material": "a piece of obsidian", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 round", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "shape": " cone" + }, + { + "name": "Touch of the Unliving", + "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", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "necromancy", + "class": "Cleric, Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Tracer", + "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\nA creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.", + "range": "Self", + "components": "V, S, M", + "material": "a drop of bright paint", + "ritual": "no", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 bonus action", + "level": "3rd-level", + "level_int": "3", + "school": "divination", + "class": "Druid, Ranger" + }, + { + "name": "Treasure Chasm", + "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.", + "range": "100 feet", + "components": "V, S, M", + "material": "a gold coin", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "enchantment" + }, + { + "name": "Tree Heal", + "desc": "You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation" + }, + { + "name": "Tree Running", + "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.", + "range": "Touch", + "components": "S, M", + "material": "a maple catkin", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Druid, Ranger" + }, + { + "name": "Tree Speak", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination" + }, + { + "name": "Trench", + "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", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Permanent", + "concentration": "no", + "casting_time": "1 minute", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Paladin, Sorcerer, Wizard" + }, + { + "name": "Trick Question", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Triumph of Ice", + "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 //[[[srd-spell:fog cloud]]]// spell, a //[[[srd-spell: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.", + "range": "100 feet", + "components": "V, S, M", + "material": "a stone extracted from glacial ice", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "transmutation", + "class": "Druid, Sorcerer, Wizard", + "shape": " sphere" + }, + { + "name": "Twist the Skein", + "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.", + "range": "30 feet", + "components": "S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Umbral Storm", + "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.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "necromancy", + "class": "Sorcerer, Warlock, Wizard", + "shape": " sphere" + }, + { + "name": "Uncontrollable Transformation", + "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", + "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\n++ Uncontrollable Transformation\n\n||~ D10 ||~ Mutation ||\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|| 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 ||", + "range": "Self", + "components": "V, S, M", + "material": "the bill of a platypus", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Undermine Armor", + "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.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Unholy Defiance", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a pinch of earth from a grave", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "necromancy", + "class": "Cleric, Wizard" + }, + { + "name": "Unleash Effigy", + "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 [[[srd-monster: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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "transmutation" + }, + { + "name": "Unluck On That", + "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", + "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.", + "range": "25 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check", + "level": "1st-level", + "level_int": "1", + "school": "enchantment", + "class": "Bard, Cleric, Sorcerer, Warlock, Wizard" + }, + { + "name": "Unseen Strangler", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a pinch of sulfur and a live rodent", + "ritual": "yes", + "duration": "8 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "conjuration", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Vine Trestle", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a 1-inch piece of green vine that is consumed in the casting", + "ritual": "yes", + "duration": "1 hour", + "concentration": "no", + "casting_time": "10 minutes", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Visage of Madness", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Warlock, Wizard" + }, + { + "name": "Vital Mark", + "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 //[[[srd-item:wand of magic missiles]]]// would be no more than a stick in the hands of anyone but the caster.\n", + "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.", + "range": "Touch", + "components": "V, S", + "ritual": "yes", + "duration": "24 hours", + "concentration": "no", + "casting_time": "10 minutes", + "level": "3rd-level", + "level_int": "3", + "school": "transmutation", + "class": "Cleric, Paladin, Sorcerer, Wizard" + }, + { + "name": "Void Rift", + "desc": "You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.\n\nWhile concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.", + "range": "300 feet", + "components": "V, S, M", + "material": "a black opal worth 500 gp, carved with a Void glyph", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "9th-level", + "level_int": "9", + "school": "evocation", + "shape": " sphere" + }, + { + "name": "Void Strike", + "desc": "With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.\n", + "higher_level": "When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", + "range": "90 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "3rd-level", + "level_int": "3", + "school": "evocation", + "rolls-attack": true + }, + { + "name": "Volley Shield", + "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.", + "range": "Touch", + "components": "S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "abjuration", + "class": "Druid, Sorcerer, Warlock, Wizard" + }, + { + "name": "Vomit Tentacles", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a piece of a tentacle", + "ritual": "no", + "duration": "5 rounds", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Voorish Sign", + "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", + "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.", + "range": "Self (20-foot radius)", + "components": "S", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "divination", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Waft", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a topaz worth at least 10 gp", + "ritual": "no", + "duration": "1 round", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation" + }, + { + "name": "Walk the Twisted Path", + "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", + "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.", + "range": "Self (20-foot radius)", + "components": "V, S, M", + "material": "a map", + "ritual": "no", + "duration": "Special", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "conjuration", + "class": "Sorcerer, Warlock, Wizard" + }, + { + "name": "Walking Wall", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "100 miniature axes", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "7th-level", + "level_int": "7", + "school": "transmutation", + "class": "Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Wall of Time", + "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 //[[[srd-spell:slow]]]// spell.", + "range": "120 feet", + "components": "V, S, M", + "material": "an hourglass", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "5th-level", + "level_int": "5", + "school": "abjuration", + "class": "Cleric, Sorcerer, Wizard", + "rolls-attack": true + }, + { + "name": "Warning Shout", + "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.", + "range": "30 feet", + "components": "V", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 reaction, which you take immediately before initiative is rolled", + "level": "2nd-level", + "level_int": "2", + "school": "divination", + "class": "Bard, Cleric, Paladin, Wizard" + }, + { + "name": "Warp Mind and Matter", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "root of deadly nightshade and a drop of the caster’s blood", + "ritual": "yes", + "duration": "Until cured or dispelled", + "concentration": "no", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" + }, + { + "name": "Weapon of Blood", + "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", + "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//.", + "range": "Self", + "components": "V, S, M", + "material": "a pinch of iron shavings", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Sorcerer, Wizard" + }, + { + "name": "Weiler’s Ward", + "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", + "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.", + "range": "Self", + "components": "V, S, M", + "material": "a lock of hair from a fey creature", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 bonus action", + "level": "2nd-level", + "level_int": "2", + "school": "conjuration", + "class": "Druid, Sorcerer, Wizard" + }, + { + "name": "Wild Shield", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "1 minute", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "abjuration", + "class": "Bard, Sorcerer, Wizard" + }, + { + "name": "Wind Lash", + "desc": "Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.\n\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "range": "20 feet", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Evocation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Wind of the Hereafter", + "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).", + "range": "120 feet", + "components": "V, S, M", + "material": "a vial of air from a tomb", + "ritual": "no", + "duration": "Up to 10 minutes", + "concentration": "yes", + "casting_time": "1 action", + "level": "8th-level", + "level_int": "8", + "school": "conjuration", + "class": "Cleric, Wizard", + "shape": " sphere" + }, + { + "name": "Wind Tunnel", + "desc": "You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.\n\nThe wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.", + "range": "Self (60-foot line)", + "components": "V, S, M", + "material": "a paper straw", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "evocation", + "class": "Sorcerer, Warlock, Wizard", + "shape": " line" + }, + { + "name": "Winterdark", + "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.", + "range": "120 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 hour", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "transmutation", + "class": "Druid, Sorcerer, Warlock, Wizard", + "shape": " cylinder" + }, + { + "name": "Winter's Radiance", + "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.", + "range": "400 feet (30-foot cube)", + "components": "V, S, M", + "material": "a piece of polished glass", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "6th-level", + "level_int": "6", + "school": "evocation", + "class": "Cleric, Druid, Sorcerer, Wizard" + }, + { + "name": "Wintry Glide", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "conjuration", + "class": "Druid, Ranger, Wizard" + }, + { + "name": "Withered Sight", + "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", + "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.", + "range": "30 feet", + "components": "V, S, M", + "material": "a dried lizard's eye", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "necromancy", + "class": "Bard, Cleric, Druid, Ranger, Warlock, Wizard" + }, + { + "name": "Wolfsong", + "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", + "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.", + "range": "Self", + "components": "V, S", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Druid, Ranger" + }, + { + "name": "Word of Misfortune", + "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.", + "range": "60 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute.", + "concentration": "yes", + "casting_time": "1 action", + "level": "Cantrip", + "level_int": "0", + "school": "Enchantment" + }, + { + "name": "Wresting Wind", + "desc": "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.", + "range": "90 feet", + "components": "V, S, M", + "material": "a handful of paper confetti", + "ritual": "no", + "duration": "Instantaneous", + "concentration": "no", + "casting_time": "1 action", + "level": "2nd-level", + "level_int": "2", + "school": "evocation", + "class": "Druid, Ranger, Sorcerer" + }, + { + "name": "Writhing Arms", + "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", + "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.", + "range": "10 feet", + "components": "V, S", + "ritual": "no", + "duration": "Up to 1 minute", + "concentration": "yes", + "casting_time": "1 action", + "level": "1st-level", + "level_int": "1", + "school": "transmutation", + "class": "Sorcerer, Warlock, Wizard", + "rolls-attack": true + }, + { + "name": "Yellow Sign", + "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 //[[[srd-spell:remove curse]]]// spell ends both effects.", + "range": "30 feet", + "components": "V, S", + "ritual": "no", + "duration": "1d10 hours", + "concentration": "no", + "casting_time": "1 action", + "level": "4th-level", + "level_int": "4", + "school": "enchantment", + "class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard" } ] \ No newline at end of file diff --git a/data/deep_magic_extended/spelllist.json b/data/deep_magic_extended/spelllist.json new file mode 100644 index 00000000..3e8cabef --- /dev/null +++ b/data/deep_magic_extended/spelllist.json @@ -0,0 +1,182 @@ +[ + { + "name": "bard", + "spell_list": [ + "armored-heart", + "beguiling-gift", + "extract-foyson", + "find-the-flaw", + "gift-of-azathoth", + "jotuns-jest", + "lokis-gift", + "machine-speech", + "overclock", + "read-memory", + "soothsayers-shield", + "soul-of-the-machine", + "summon-old-ones-avatar", + "timeless-engine", + "winding-key", + "wotans-rede", + "write-memory" + ] + }, + { + "name": "wizard", + "spell_list": [ + "absolute-command", + "amplify-ley-field", + "animate-construct", + "anomalous-object", + "armored-heart", + "armored-shell", + "banshee-wail", + "beguiling-gift", + "circle-of-devestation", + "cloying-darkness", + "cosmic-alignment", + "cruor-of-visions", + "extract-foyson", + "find-the-flaw", + "gear-shield", + "gift-of-azathoth", + "greater-ley-pulse", + "gremlins", + "grinding-gears", + "hellforging", + "hods-gift", + "imbue-spell", + "jotuns-jest", + "land-bond", + "lesser-ley-pulse", + "ley-disruption", + "ley-energy-bolt", + "ley-leech", + "ley-sense", + "ley-storm", + "ley-surge", + "ley-whip", + "machine-sacrifice", + "machine-speech", + "machines-load", + "mass-blade-ward", + "mass-repair-metal", + "mechanical-union", + "move-the-cosmic-wheel", + "overclock", + "power-word-restore", + "read-memory", + "repair-metal", + "robe-of-shards", + "shadow-realm-gateway", + "shield-of-star-and-shadow", + "snowblind-stare", + "spire-of-stone", + "summon-old-ones-avatar", + "tick-stop", + "timeless-engine", + "winding-key", + "write-memory" + ] + }, + { + "name": "cleric", + "spell_list": [ + "beguiling-gift", + "call-the-hunter", + "cruor-of-visions", + "gift-of-azathoth", + "hellforging", + "hods-gift", + "imbue-spell", + "lokis-gift", + "machine-speech", + "machines-load", + "mass-repair-metal", + "molechs-blessing", + "move-the-cosmic-wheel", + "overclock", + "power-word-restore", + "read-memory", + "repair-metal", + "snowblind-stare", + "soothsayers-shield", + "soul-of-the-machine", + "sphere-of-order", + "summon-old-ones-avatar", + "timeless-engine", + "winding-key", + "wotans-rede", + "write-memory" + ] + }, + { + "name": "druid", + "spell_list": [ + "amplify-ley-field", + "beguiling-gift", + "extract-foyson", + "gift-of-azathoth", + "greater-ley-pulse", + "hearth-charm", + "land-bond", + "lesser-ley-pulse", + "ley-disruption", + "ley-energy-bolt", + "ley-leech", + "ley-sense", + "ley-storm", + "ley-surge", + "ley-whip", + "snowblind-stare", + "soothsayers-shield", + "summon-old-ones-avatar" + ] + }, + { + "name": "ranger", + "spell_list": [ + "gift-of-azathoth", + "hearth-charm", + "soothsayers-shield" + ] + }, + { + "name": "warlock", + "spell_list": [ + "amplify-ley-field", + "armored-heart", + "armored-shell", + "banshee-wail", + "beguiling-gift", + "circle-of-devestation", + "cloying-darkness", + "cruor-of-visions", + "extract-foyson", + "find-the-flaw", + "gear-shield", + "gift-of-azathoth", + "greater-ley-pulse", + "gremlins", + "grinding-gears", + "hearth-charm", + "jotuns-jest", + "land-bond", + "lesser-ley-pulse", + "ley-disruption", + "ley-energy-bolt", + "ley-leech", + "ley-sense", + "ley-storm", + "ley-surge", + "ley-whip", + "lokis-gift", + "machines-load", + "robe-of-shards", + "shadow-realm-gateway", + "spire-of-stone", + "summon-old-ones-avatar", + "wotans-rede" + ] + } +] \ No newline at end of file diff --git a/data/kobold_press/spelllist.json b/data/kobold_press/spelllist.json new file mode 100644 index 00000000..16548707 --- /dev/null +++ b/data/kobold_press/spelllist.json @@ -0,0 +1,64 @@ +[ + { + "name": "bard", + "spell_list": [ + "shadows-brand" + ] + }, + { + "name": "wizard", + "spell_list": [ + "ambush", + "curse-of-formlessness", + "doom-of-voracity", + "locate-red-portal", + "morphic-flux", + "open-red-portal", + "peruns-doom", + "reset-red-portal", + "sanguine-spear", + "seal-red-portal", + "selfish-wish", + "shadow-spawn", + "shadow-tree", + "shadows-brand", + "stigmata-of-the-red-goddess", + "the-black-gods-blessing" + ] + }, + { + "name": "cleric", + "spell_list": [ + "hirvsths-call", + "shadow-spawn", + "shadows-brand", + "stigmata-of-the-red-goddess" + ] + }, + { + "name": "druid", + "spell_list": [ + "ambush", + "curse-of-formlessness", + "greater-ley-protection", + "lesser-ley-protection", + "ley-disturbance", + "peruns-doom", + "shadow-tree" + ] + }, + { + "name": "ranger", + "spell_list": [ + "ambush", + "shadow-tree", + "shadows-brand" + ] + }, + { + "name": "warlock", + "spell_list": [ + "shadows-brand" + ] + } +] \ No newline at end of file diff --git a/data/open5e_original/spelllist.json b/data/open5e_original/spelllist.json new file mode 100644 index 00000000..59e1352b --- /dev/null +++ b/data/open5e_original/spelllist.json @@ -0,0 +1,28 @@ +[ + { + "name": "bard", + "spell_list": [ + "eye-bite" + ] + }, + { + "name": "wizard", + "spell_list": [ + "eye-bite", + "ray-of-sickness" + ] + }, + { + "name": "sorcerer", + "spell_list": [ + "eye-bite", + "ray-of-sickness" + ] + }, + { + "name": "warlock", + "spell_list": [ + "eye-bite" + ] + } +] \ No newline at end of file diff --git a/data/open5e_original/spells.json b/data/open5e_original/spells.json index 246a2162..d5323162 100644 --- a/data/open5e_original/spells.json +++ b/data/open5e_original/spells.json @@ -16,9 +16,6 @@ "rolls-attack": true, "damage_type": [ "poison" - ], - "saving_throw_ability": [ - "Constitution" ] }, { diff --git a/data/vault_of_magic/magicitems.json b/data/vault_of_magic/magicitems.json index 1ea4002d..98c8ac8b 100644 --- a/data/vault_of_magic/magicitems.json +++ b/data/vault_of_magic/magicitems.json @@ -291,7 +291,7 @@ }, { "name": "Bag of Bramble Beasts", - "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a _bag of holding_ and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a _wish_. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the _find familiar_ spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.", + "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a _bag of holding_ and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a _wish_. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the _find familiar_ spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag.\n| 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger |\nOnly a beast can become a bramble creature. It retains all its statistics except as noted below.", "type": "Wondrous item", "rarity": "uncommon", "page_no": 108 @@ -2588,9 +2588,16 @@ }, { "name": "Hellfire Armor", - "desc": "This spiked armor is a dark, almost black crimson when inactive.", + "desc": "While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end it.", "type": "Armor", - "rarity": "varies", + "rarity": "Common", + "page_no": 25 + }, + { + "name": "Molten Hellfire Armor", + "desc": "This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "type": "Armor", + "rarity": "Uncommon", "page_no": 25 }, { diff --git a/data/warlock/spelllist.json b/data/warlock/spelllist.json new file mode 100644 index 00000000..59a591d7 --- /dev/null +++ b/data/warlock/spelllist.json @@ -0,0 +1,115 @@ +[ + { + "name": "bard", + "spell_list": [ + "door-of-the-far-traveler", + "ethereal-stairs", + "exchanged-knowledge", + "hypnagogia", + "hypnic-jerk", + "mind-maze", + "mirror-realm", + "obfuscate-object", + "pratfall", + "subliminal-aversion" + ] + }, + { + "name": "wizard", + "spell_list": [ + "avert-evil-eye", + "bardo", + "bombardment-of-stings", + "child-of-light-and-darkness", + "commanders-pavilion", + "devouring-darkness", + "door-of-the-far-traveler", + "eternal-echo", + "ethereal-stairs", + "exchanged-knowledge", + "hypnagogia", + "hypnic-jerk", + "inconspicuous-facade", + "mind-maze", + "mirror-realm", + "pierce-the-veil", + "pratfall", + "reassemble", + "reciprocating-portal", + "rive", + "shadow-adaptation", + "skull-road", + "subliminal-aversion", + "suppress-regeneration", + "threshold-slip", + "vengeful-panopy-of-the-ley-line-ignited", + "who-goes-there" + ] + }, + { + "name": "cleric", + "spell_list": [ + "bardo", + "child-of-light-and-darkness", + "door-of-the-far-traveler", + "eternal-echo", + "ethereal-stairs", + "exchanged-knowledge", + "hypnagogia", + "mind-maze", + "pierce-the-veil", + "putrescent-faerie-circle", + "reassemble", + "rive", + "skull-road", + "subliminal-aversion" + ] + }, + { + "name": "druid", + "spell_list": [ + "bombardment-of-stings", + "charming-aesthetics", + "door-of-the-far-traveler", + "hypnagogia", + "putrescent-faerie-circle", + "rise-of-the-green", + "rive", + "subliminal-aversion", + "threshold-slip", + "toxic-pollen", + "zymurgic-aura" + ] + }, + { + "name": "ranger", + "spell_list": [ + "abrupt-hug", + "bombardment-of-stings", + "suppress-regeneration" + ] + }, + { + "name": "warlock", + "spell_list": [ + "battle-chant", + "hedgehog-dozen", + "march-of-the-dead", + "obfuscate-object", + "order-of-revenge", + "pierce-the-veil", + "pratfall", + "reciprocating-portal", + "remove-insulation", + "revenges-eye", + "rive", + "shadow-adaptation", + "storm-of-axes", + "summon-clockwork-beast", + "suppress-regeneration", + "threshold-slip", + "vagrants-nondescript-cloak", + "vengeful-panopy-of-the-ley-line-ignited" + ] + } +] \ No newline at end of file diff --git a/docs/schema.md b/docs/schema.md index aeaab502..56267857 100644 --- a/docs/schema.md +++ b/docs/schema.md @@ -1,4 +1,3 @@ - ```mermaid erDiagram @@ -275,6 +274,15 @@ erDiagram BOOL requires_verbal_components } + api_spelllist { + VARCHAR slug + TEXT name + TEXT desc + DATETIME created_at + INTEGER page_no + BIGINT document_id + } + api_weapon { VARCHAR slug TEXT name @@ -332,6 +340,12 @@ erDiagram VARCHAR spell_id } + api_spelllist_spells { + INTEGER id + VARCHAR spelllist_id + VARCHAR spell_id + } + api_subrace { VARCHAR slug TEXT name @@ -370,6 +384,7 @@ erDiagram api_document ||--o{ api_race : "foreign key" api_document ||--o{ api_section : "foreign key" api_document ||--o{ api_spell : "foreign key" + api_document ||--o{ api_spelllist : "foreign key" api_document ||--o{ api_subrace : "foreign key" api_document ||--o{ api_weapon : "foreign key" auth_group ||--o{ auth_group_permissions : "foreign key" @@ -383,6 +398,8 @@ erDiagram api_monster ||--o{ api_monsterspell : "foreign key" api_race ||--o{ api_subrace : "foreign key" api_spell ||--o{ api_monsterspell : "foreign key" + api_spell ||--o{ api_spelllist_spells : "foreign key" + api_spelllist ||--o{ api_spelllist_spells : "foreign key" auth_permission ||--o{ auth_group_permissions : "foreign key" auth_permission ||--o{ auth_user_user_permissions : "foreign key" ``` \ No newline at end of file diff --git a/scripts/datafile_parser.py b/scripts/datafile_parser.py index 93ff6867..fab790d4 100644 --- a/scripts/datafile_parser.py +++ b/scripts/datafile_parser.py @@ -55,6 +55,7 @@ def main(): for item in file_json: #The ability to interact with objects is here! for keyword in keyword_list: + analysis = find_keyword_in_string(item['desc'], keyword) if analysis[0]==True: context_exists = find_keyword_context_in_string(item['desc'], keyword, 3,context_word_list) diff --git a/scripts/generate_spelllist.py b/scripts/generate_spelllist.py new file mode 100644 index 00000000..74aa9e0c --- /dev/null +++ b/scripts/generate_spelllist.py @@ -0,0 +1,57 @@ +import requests +import argparse +import json +import sys + +def main(): + + parser = argparse.ArgumentParser(epilog='v{}') + parser.add_argument('-o', '--output', + help='Output directory.') + args = parser.parse_args() + + if len(sys.argv) < 2: + parser.print_help() + sys.exit(0) + # class names + class_names = [ + "bard","wizard","sorcerer","cleric","druid","ranger","warlock" + ] + # document slugs + document_slugs = [ + "wotc-srd","o5e","tob","tob","cc","tob2","dmag","menagerie","tob3","a5e","kp","dmag-e","warlock","vom" + ] + +# for each document +# make a call to the api like this: https://api.open5e.com/spells/?dnd_class__icontains=ritual&document__slug=wotc-srd +# parse through all the results and output them into a spelllist.json. + + for slug in document_slugs: + spelllist_doc = [] + url = 'https://api.open5e.com/spells/' + parameters = { + 'document__slug': slug, + 'format':'json', + 'fields':'slug', + 'limit':1000 + } + with open("{}/{}_spelllist.json".format(args.output, slug),'w') as o: + write_out = False + for class_name in class_names: + parameters['dnd_class__icontains']=class_name + print("About to make a request out to {} with params {}".format(url, parameters)) + response_json = requests.get(url, params=parameters).json() + + if int(response_json['count'])>0: + write_out = True + spelllist = {"name":class_name} + spelllist['spell_list']=[] + for spell in response_json['results']: + spelllist['spell_list'].append(spell['slug']) + spelllist_doc.append(spelllist) + + if write_out: + json.dump(spelllist_doc, o, ensure_ascii=False, indent=4) + +if __name__ == '__main__': + main() \ No newline at end of file diff --git a/server/urls.py b/server/urls.py index 4aaaa6bb..e083be33 100644 --- a/server/urls.py +++ b/server/urls.py @@ -25,6 +25,7 @@ #router.register(r'groups', views.GroupViewSet) router.register(r'manifest', views.ManifestViewSet) router.register(r'spells', views.SpellViewSet) +router.register(r'spelllist',views.SpellListViewSet) router.register(r'monsters', views.MonsterViewSet) router.register(r'documents', views.DocumentViewSet) router.register(r'backgrounds', views.BackgroundViewSet) @@ -40,6 +41,7 @@ router.register(r'weapons',views.WeaponViewSet) router.register(r'armor',views.ArmorViewSet) + router.register('search', views.SearchView, basename="global-search") # Wire up our API using automatic URL routing.